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Diffstat (limited to 'libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs')
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diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs new file mode 100644 index 0000000..c75b7c8 --- /dev/null +++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs | |||
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1 | #region License | ||
2 | /* | ||
3 | MIT License | ||
4 | Copyright © 2006 The Mono.Xna Team | ||
5 | |||
6 | All rights reserved. | ||
7 | |||
8 | Permission is hereby granted, free of charge, to any person obtaining a copy | ||
9 | of this software and associated documentation files (the "Software"), to deal | ||
10 | in the Software without restriction, including without limitation the rights | ||
11 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
12 | copies of the Software, and to permit persons to whom the Software is | ||
13 | furnished to do so, subject to the following conditions: | ||
14 | |||
15 | The above copyright notice and this permission notice shall be included in all | ||
16 | copies or substantial portions of the Software. | ||
17 | |||
18 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
19 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
20 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
21 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
22 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
23 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
24 | SOFTWARE. | ||
25 | */ | ||
26 | #endregion License | ||
27 | |||
28 | using System; | ||
29 | using System.ComponentModel; | ||
30 | using System.Text; | ||
31 | using System.Runtime.InteropServices; | ||
32 | |||
33 | namespace MonoXnaCompactMaths | ||
34 | { | ||
35 | [Serializable] | ||
36 | [StructLayout(LayoutKind.Sequential)] | ||
37 | //[TypeConverter(typeof(Vector4Converter))] | ||
38 | public struct Vector4 : IEquatable<Vector4> | ||
39 | { | ||
40 | #region Private Fields | ||
41 | |||
42 | private static Vector4 zeroVector = new Vector4(); | ||
43 | private static Vector4 unitVector = new Vector4(1f, 1f, 1f, 1f); | ||
44 | private static Vector4 unitXVector = new Vector4(1f, 0f, 0f, 0f); | ||
45 | private static Vector4 unitYVector = new Vector4(0f, 1f, 0f, 0f); | ||
46 | private static Vector4 unitZVector = new Vector4(0f, 0f, 1f, 0f); | ||
47 | private static Vector4 unitWVector = new Vector4(0f, 0f, 0f, 1f); | ||
48 | |||
49 | #endregion Private Fields | ||
50 | |||
51 | |||
52 | #region Public Fields | ||
53 | |||
54 | public float X; | ||
55 | public float Y; | ||
56 | public float Z; | ||
57 | public float W; | ||
58 | |||
59 | #endregion Public Fields | ||
60 | |||
61 | |||
62 | #region Properties | ||
63 | |||
64 | public static Vector4 Zero | ||
65 | { | ||
66 | get { return zeroVector; } | ||
67 | } | ||
68 | |||
69 | public static Vector4 One | ||
70 | { | ||
71 | get { return unitVector; } | ||
72 | } | ||
73 | |||
74 | public static Vector4 UnitX | ||
75 | { | ||
76 | get { return unitXVector; } | ||
77 | } | ||
78 | |||
79 | public static Vector4 UnitY | ||
80 | { | ||
81 | get { return unitYVector; } | ||
82 | } | ||
83 | |||
84 | public static Vector4 UnitZ | ||
85 | { | ||
86 | get { return unitZVector; } | ||
87 | } | ||
88 | |||
89 | public static Vector4 UnitW | ||
90 | { | ||
91 | get { return unitWVector; } | ||
92 | } | ||
93 | |||
94 | #endregion Properties | ||
95 | |||
96 | |||
97 | #region Constructors | ||
98 | |||
99 | public Vector4(float x, float y, float z, float w) | ||
100 | { | ||
101 | this.X = x; | ||
102 | this.Y = y; | ||
103 | this.Z = z; | ||
104 | this.W = w; | ||
105 | } | ||
106 | |||
107 | /*public Vector4(Vector2 value, float z, float w) | ||
108 | { | ||
109 | this.X = value.X; | ||
110 | this.Y = value.Y; | ||
111 | this.Z = z; | ||
112 | this.W = w; | ||
113 | }*/ | ||
114 | |||
115 | public Vector4(Vector3 value, float w) | ||
116 | { | ||
117 | this.X = value.X; | ||
118 | this.Y = value.Y; | ||
119 | this.Z = value.Z; | ||
120 | this.W = w; | ||
121 | } | ||
122 | |||
123 | public Vector4(float value) | ||
124 | { | ||
125 | this.X = value; | ||
126 | this.Y = value; | ||
127 | this.Z = value; | ||
128 | this.W = value; | ||
129 | } | ||
130 | |||
131 | #endregion | ||
132 | |||
133 | |||
134 | #region Public Methods | ||
135 | |||
136 | public static Vector4 Add(Vector4 value1, Vector4 value2) | ||
137 | { | ||
138 | value1.W += value2.W; | ||
139 | value1.X += value2.X; | ||
140 | value1.Y += value2.Y; | ||
141 | value1.Z += value2.Z; | ||
142 | return value1; | ||
143 | } | ||
144 | |||
145 | public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | ||
146 | { | ||
147 | result.W = value1.W + value2.W; | ||
148 | result.X = value1.X + value2.X; | ||
149 | result.Y = value1.Y + value2.Y; | ||
150 | result.Z = value1.Z + value2.Z; | ||
151 | } | ||
152 | |||
153 | /*public static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2) | ||
154 | { | ||
155 | return new Vector4( | ||
156 | MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), | ||
157 | MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), | ||
158 | MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2), | ||
159 | MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2)); | ||
160 | }*/ | ||
161 | |||
162 | /*public static void Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result) | ||
163 | { | ||
164 | result = new Vector4( | ||
165 | MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), | ||
166 | MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), | ||
167 | MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2), | ||
168 | MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2)); | ||
169 | }*/ | ||
170 | |||
171 | /*public static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount) | ||
172 | { | ||
173 | return new Vector4( | ||
174 | MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), | ||
175 | MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount), | ||
176 | MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount), | ||
177 | MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount)); | ||
178 | }*/ | ||
179 | |||
180 | /*public static void CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result) | ||
181 | { | ||
182 | result = new Vector4( | ||
183 | MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), | ||
184 | MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount), | ||
185 | MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount), | ||
186 | MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount)); | ||
187 | }*/ | ||
188 | |||
189 | /*public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max) | ||
190 | { | ||
191 | return new Vector4( | ||
192 | MathHelper.Clamp(value1.X, min.X, max.X), | ||
193 | MathHelper.Clamp(value1.Y, min.Y, max.Y), | ||
194 | MathHelper.Clamp(value1.Z, min.Z, max.Z), | ||
195 | MathHelper.Clamp(value1.W, min.W, max.W)); | ||
196 | }*/ | ||
197 | |||
198 | /*public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result) | ||
199 | { | ||
200 | result = new Vector4( | ||
201 | MathHelper.Clamp(value1.X, min.X, max.X), | ||
202 | MathHelper.Clamp(value1.Y, min.Y, max.Y), | ||
203 | MathHelper.Clamp(value1.Z, min.Z, max.Z), | ||
204 | MathHelper.Clamp(value1.W, min.W, max.W)); | ||
205 | }*/ | ||
206 | |||
207 | public static float Distance(Vector4 value1, Vector4 value2) | ||
208 | { | ||
209 | return (float)Math.Sqrt(DistanceSquared(value1, value2)); | ||
210 | } | ||
211 | |||
212 | public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result) | ||
213 | { | ||
214 | result = (float)Math.Sqrt(DistanceSquared(value1, value2)); | ||
215 | } | ||
216 | |||
217 | public static float DistanceSquared(Vector4 value1, Vector4 value2) | ||
218 | { | ||
219 | float result; | ||
220 | DistanceSquared(ref value1, ref value2, out result); | ||
221 | return result; | ||
222 | } | ||
223 | |||
224 | public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result) | ||
225 | { | ||
226 | result = (value1.W - value2.W) * (value1.W - value2.W) + | ||
227 | (value1.X - value2.X) * (value1.X - value2.X) + | ||
228 | (value1.Y - value2.Y) * (value1.Y - value2.Y) + | ||
229 | (value1.Z - value2.Z) * (value1.Z - value2.Z); | ||
230 | } | ||
231 | |||
232 | public static Vector4 Divide(Vector4 value1, Vector4 value2) | ||
233 | { | ||
234 | value1.W /= value2.W; | ||
235 | value1.X /= value2.X; | ||
236 | value1.Y /= value2.Y; | ||
237 | value1.Z /= value2.Z; | ||
238 | return value1; | ||
239 | } | ||
240 | |||
241 | public static Vector4 Divide(Vector4 value1, float divider) | ||
242 | { | ||
243 | float factor = 1f / divider; | ||
244 | value1.W *= factor; | ||
245 | value1.X *= factor; | ||
246 | value1.Y *= factor; | ||
247 | value1.Z *= factor; | ||
248 | return value1; | ||
249 | } | ||
250 | |||
251 | public static void Divide(ref Vector4 value1, float divider, out Vector4 result) | ||
252 | { | ||
253 | float factor = 1f / divider; | ||
254 | result.W = value1.W * factor; | ||
255 | result.X = value1.X * factor; | ||
256 | result.Y = value1.Y * factor; | ||
257 | result.Z = value1.Z * factor; | ||
258 | } | ||
259 | |||
260 | public static void Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | ||
261 | { | ||
262 | result.W = value1.W / value2.W; | ||
263 | result.X = value1.X / value2.X; | ||
264 | result.Y = value1.Y / value2.Y; | ||
265 | result.Z = value1.Z / value2.Z; | ||
266 | } | ||
267 | |||
268 | public static float Dot(Vector4 vector1, Vector4 vector2) | ||
269 | { | ||
270 | return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W; | ||
271 | } | ||
272 | |||
273 | public static void Dot(ref Vector4 vector1, ref Vector4 vector2, out float result) | ||
274 | { | ||
275 | result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W; | ||
276 | } | ||
277 | |||
278 | public override bool Equals(object obj) | ||
279 | { | ||
280 | return (obj is Vector4) ? this == (Vector4)obj : false; | ||
281 | } | ||
282 | |||
283 | public bool Equals(Vector4 other) | ||
284 | { | ||
285 | return this.W == other.W | ||
286 | && this.X == other.X | ||
287 | && this.Y == other.Y | ||
288 | && this.Z == other.Z; | ||
289 | } | ||
290 | |||
291 | public override int GetHashCode() | ||
292 | { | ||
293 | return (int)(this.W + this.X + this.Y + this.Y); | ||
294 | } | ||
295 | |||
296 | /*public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount) | ||
297 | { | ||
298 | Vector4 result = new Vector4(); | ||
299 | Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result); | ||
300 | return result; | ||
301 | }*/ | ||
302 | |||
303 | /*public static void Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result) | ||
304 | { | ||
305 | result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount); | ||
306 | result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount); | ||
307 | result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount); | ||
308 | result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount); | ||
309 | }*/ | ||
310 | |||
311 | public float Length() | ||
312 | { | ||
313 | float result; | ||
314 | DistanceSquared(ref this, ref zeroVector, out result); | ||
315 | return (float)Math.Sqrt(result); | ||
316 | } | ||
317 | |||
318 | public float LengthSquared() | ||
319 | { | ||
320 | float result; | ||
321 | DistanceSquared(ref this, ref zeroVector, out result); | ||
322 | return result; | ||
323 | } | ||
324 | |||
325 | /*public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount) | ||
326 | { | ||
327 | return new Vector4( | ||
328 | MathHelper.Lerp(value1.X, value2.X, amount), | ||
329 | MathHelper.Lerp(value1.Y, value2.Y, amount), | ||
330 | MathHelper.Lerp(value1.Z, value2.Z, amount), | ||
331 | MathHelper.Lerp(value1.W, value2.W, amount)); | ||
332 | }*/ | ||
333 | |||
334 | /*public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) | ||
335 | { | ||
336 | result = new Vector4( | ||
337 | MathHelper.Lerp(value1.X, value2.X, amount), | ||
338 | MathHelper.Lerp(value1.Y, value2.Y, amount), | ||
339 | MathHelper.Lerp(value1.Z, value2.Z, amount), | ||
340 | MathHelper.Lerp(value1.W, value2.W, amount)); | ||
341 | }*/ | ||
342 | |||
343 | /*public static Vector4 Max(Vector4 value1, Vector4 value2) | ||
344 | { | ||
345 | return new Vector4( | ||
346 | MathHelper.Max(value1.X, value2.X), | ||
347 | MathHelper.Max(value1.Y, value2.Y), | ||
348 | MathHelper.Max(value1.Z, value2.Z), | ||
349 | MathHelper.Max(value1.W, value2.W)); | ||
350 | }*/ | ||
351 | |||
352 | /*public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | ||
353 | { | ||
354 | result = new Vector4( | ||
355 | MathHelper.Max(value1.X, value2.X), | ||
356 | MathHelper.Max(value1.Y, value2.Y), | ||
357 | MathHelper.Max(value1.Z, value2.Z), | ||
358 | MathHelper.Max(value1.W, value2.W)); | ||
359 | }*/ | ||
360 | |||
361 | /*public static Vector4 Min(Vector4 value1, Vector4 value2) | ||
362 | { | ||
363 | return new Vector4( | ||
364 | MathHelper.Min(value1.X, value2.X), | ||
365 | MathHelper.Min(value1.Y, value2.Y), | ||
366 | MathHelper.Min(value1.Z, value2.Z), | ||
367 | MathHelper.Min(value1.W, value2.W)); | ||
368 | }*/ | ||
369 | |||
370 | /*public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | ||
371 | { | ||
372 | result = new Vector4( | ||
373 | MathHelper.Min(value1.X, value2.X), | ||
374 | MathHelper.Min(value1.Y, value2.Y), | ||
375 | MathHelper.Min(value1.Z, value2.Z), | ||
376 | MathHelper.Min(value1.W, value2.W)); | ||
377 | }*/ | ||
378 | |||
379 | public static Vector4 Multiply(Vector4 value1, Vector4 value2) | ||
380 | { | ||
381 | value1.W *= value2.W; | ||
382 | value1.X *= value2.X; | ||
383 | value1.Y *= value2.Y; | ||
384 | value1.Z *= value2.Z; | ||
385 | return value1; | ||
386 | } | ||
387 | |||
388 | public static Vector4 Multiply(Vector4 value1, float scaleFactor) | ||
389 | { | ||
390 | value1.W *= scaleFactor; | ||
391 | value1.X *= scaleFactor; | ||
392 | value1.Y *= scaleFactor; | ||
393 | value1.Z *= scaleFactor; | ||
394 | return value1; | ||
395 | } | ||
396 | |||
397 | public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result) | ||
398 | { | ||
399 | result.W = value1.W * scaleFactor; | ||
400 | result.X = value1.X * scaleFactor; | ||
401 | result.Y = value1.Y * scaleFactor; | ||
402 | result.Z = value1.Z * scaleFactor; | ||
403 | } | ||
404 | |||
405 | public static void Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | ||
406 | { | ||
407 | result.W = value1.W * value2.W; | ||
408 | result.X = value1.X * value2.X; | ||
409 | result.Y = value1.Y * value2.Y; | ||
410 | result.Z = value1.Z * value2.Z; | ||
411 | } | ||
412 | |||
413 | public static Vector4 Negate(Vector4 value) | ||
414 | { | ||
415 | value = new Vector4(-value.X, -value.Y, -value.Z, -value.W); | ||
416 | return value; | ||
417 | } | ||
418 | |||
419 | public static void Negate(ref Vector4 value, out Vector4 result) | ||
420 | { | ||
421 | result = new Vector4(-value.X, -value.Y, -value.Z,-value.W); | ||
422 | } | ||
423 | |||
424 | public void Normalize() | ||
425 | { | ||
426 | Normalize(ref this, out this); | ||
427 | } | ||
428 | |||
429 | public static Vector4 Normalize(Vector4 vector) | ||
430 | { | ||
431 | Normalize(ref vector, out vector); | ||
432 | return vector; | ||
433 | } | ||
434 | |||
435 | public static void Normalize(ref Vector4 vector, out Vector4 result) | ||
436 | { | ||
437 | float factor; | ||
438 | DistanceSquared(ref vector, ref zeroVector, out factor); | ||
439 | factor = 1f / (float)Math.Sqrt(factor); | ||
440 | |||
441 | result.W = vector.W * factor; | ||
442 | result.X = vector.X * factor; | ||
443 | result.Y = vector.Y * factor; | ||
444 | result.Z = vector.Z * factor; | ||
445 | } | ||
446 | |||
447 | /*public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount) | ||
448 | { | ||
449 | return new Vector4( | ||
450 | MathHelper.SmoothStep(value1.X, value2.X, amount), | ||
451 | MathHelper.SmoothStep(value1.Y, value2.Y, amount), | ||
452 | MathHelper.SmoothStep(value1.Z, value2.Z, amount), | ||
453 | MathHelper.SmoothStep(value1.W, value2.W, amount)); | ||
454 | }*/ | ||
455 | |||
456 | /*public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) | ||
457 | { | ||
458 | result = new Vector4( | ||
459 | MathHelper.SmoothStep(value1.X, value2.X, amount), | ||
460 | MathHelper.SmoothStep(value1.Y, value2.Y, amount), | ||
461 | MathHelper.SmoothStep(value1.Z, value2.Z, amount), | ||
462 | MathHelper.SmoothStep(value1.W, value2.W, amount)); | ||
463 | }*/ | ||
464 | |||
465 | public static Vector4 Subtract(Vector4 value1, Vector4 value2) | ||
466 | { | ||
467 | value1.W -= value2.W; | ||
468 | value1.X -= value2.X; | ||
469 | value1.Y -= value2.Y; | ||
470 | value1.Z -= value2.Z; | ||
471 | return value1; | ||
472 | } | ||
473 | |||
474 | public static void Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result) | ||
475 | { | ||
476 | result.W = value1.W - value2.W; | ||
477 | result.X = value1.X - value2.X; | ||
478 | result.Y = value1.Y - value2.Y; | ||
479 | result.Z = value1.Z - value2.Z; | ||
480 | } | ||
481 | |||
482 | /*public static Vector4 Transform(Vector2 position, Matrix matrix) | ||
483 | { | ||
484 | Vector4 result; | ||
485 | Transform(ref position, ref matrix, out result); | ||
486 | return result; | ||
487 | }*/ | ||
488 | |||
489 | public static Vector4 Transform(Vector3 position, Matrix matrix) | ||
490 | { | ||
491 | Vector4 result; | ||
492 | Transform(ref position, ref matrix, out result); | ||
493 | return result; | ||
494 | } | ||
495 | |||
496 | public static Vector4 Transform(Vector4 vector, Matrix matrix) | ||
497 | { | ||
498 | Transform(ref vector, ref matrix, out vector); | ||
499 | return vector; | ||
500 | } | ||
501 | |||
502 | /*public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector4 result) | ||
503 | { | ||
504 | result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41, | ||
505 | (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42, | ||
506 | (position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43, | ||
507 | (position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44); | ||
508 | }*/ | ||
509 | |||
510 | public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result) | ||
511 | { | ||
512 | result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41, | ||
513 | (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42, | ||
514 | (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43, | ||
515 | (position.X * matrix.M14) + (position.Y * matrix.M24) + (position.Z * matrix.M34) + matrix.M44); | ||
516 | } | ||
517 | |||
518 | public static void Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result) | ||
519 | { | ||
520 | result = new Vector4((vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41), | ||
521 | (vector.X * matrix.M12) + (vector.Y * matrix.M22) + (vector.Z * matrix.M32) + (vector.W * matrix.M42), | ||
522 | (vector.X * matrix.M13) + (vector.Y * matrix.M23) + (vector.Z * matrix.M33) + (vector.W * matrix.M43), | ||
523 | (vector.X * matrix.M14) + (vector.Y * matrix.M24) + (vector.Z * matrix.M34) + (vector.W * matrix.M44)); | ||
524 | } | ||
525 | |||
526 | public override string ToString() | ||
527 | { | ||
528 | StringBuilder sb = new StringBuilder(32); | ||
529 | sb.Append("{X:"); | ||
530 | sb.Append(this.X); | ||
531 | sb.Append(" Y:"); | ||
532 | sb.Append(this.Y); | ||
533 | sb.Append(" Z:"); | ||
534 | sb.Append(this.Z); | ||
535 | sb.Append(" W:"); | ||
536 | sb.Append(this.W); | ||
537 | sb.Append("}"); | ||
538 | return sb.ToString(); | ||
539 | } | ||
540 | |||
541 | #endregion Public Methods | ||
542 | |||
543 | |||
544 | #region Operators | ||
545 | |||
546 | public static Vector4 operator -(Vector4 value) | ||
547 | { | ||
548 | return new Vector4(-value.X, -value.Y, -value.Z, -value.W); | ||
549 | } | ||
550 | |||
551 | public static bool operator ==(Vector4 value1, Vector4 value2) | ||
552 | { | ||
553 | return value1.W == value2.W | ||
554 | && value1.X == value2.X | ||
555 | && value1.Y == value2.Y | ||
556 | && value1.Z == value2.Z; | ||
557 | } | ||
558 | |||
559 | public static bool operator !=(Vector4 value1, Vector4 value2) | ||
560 | { | ||
561 | return !(value1 == value2); | ||
562 | } | ||
563 | |||
564 | public static Vector4 operator +(Vector4 value1, Vector4 value2) | ||
565 | { | ||
566 | value1.W += value2.W; | ||
567 | value1.X += value2.X; | ||
568 | value1.Y += value2.Y; | ||
569 | value1.Z += value2.Z; | ||
570 | return value1; | ||
571 | } | ||
572 | |||
573 | public static Vector4 operator -(Vector4 value1, Vector4 value2) | ||
574 | { | ||
575 | value1.W -= value2.W; | ||
576 | value1.X -= value2.X; | ||
577 | value1.Y -= value2.Y; | ||
578 | value1.Z -= value2.Z; | ||
579 | return value1; | ||
580 | } | ||
581 | |||
582 | public static Vector4 operator *(Vector4 value1, Vector4 value2) | ||
583 | { | ||
584 | value1.W *= value2.W; | ||
585 | value1.X *= value2.X; | ||
586 | value1.Y *= value2.Y; | ||
587 | value1.Z *= value2.Z; | ||
588 | return value1; | ||
589 | } | ||
590 | |||
591 | public static Vector4 operator *(Vector4 value1, float scaleFactor) | ||
592 | { | ||
593 | value1.W *= scaleFactor; | ||
594 | value1.X *= scaleFactor; | ||
595 | value1.Y *= scaleFactor; | ||
596 | value1.Z *= scaleFactor; | ||
597 | return value1; | ||
598 | } | ||
599 | |||
600 | public static Vector4 operator *(float scaleFactor, Vector4 value1) | ||
601 | { | ||
602 | value1.W *= scaleFactor; | ||
603 | value1.X *= scaleFactor; | ||
604 | value1.Y *= scaleFactor; | ||
605 | value1.Z *= scaleFactor; | ||
606 | return value1; | ||
607 | } | ||
608 | |||
609 | public static Vector4 operator /(Vector4 value1, Vector4 value2) | ||
610 | { | ||
611 | value1.W /= value2.W; | ||
612 | value1.X /= value2.X; | ||
613 | value1.Y /= value2.Y; | ||
614 | value1.Z /= value2.Z; | ||
615 | return value1; | ||
616 | } | ||
617 | |||
618 | public static Vector4 operator /(Vector4 value1, float divider) | ||
619 | { | ||
620 | float factor = 1f / divider; | ||
621 | value1.W *= factor; | ||
622 | value1.X *= factor; | ||
623 | value1.Y *= factor; | ||
624 | value1.Z *= factor; | ||
625 | return value1; | ||
626 | } | ||
627 | |||
628 | #endregion Operators | ||
629 | } | ||
630 | } | ||