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-rw-r--r--libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs1260
1 files changed, 630 insertions, 630 deletions
diff --git a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs
index c75b7c8..abb30a8 100644
--- a/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs
+++ b/libraries/ModifiedBulletX/MonoXnaCompactMaths/Vector4.cs
@@ -1,630 +1,630 @@
1#region License 1#region License
2/* 2/*
3MIT License 3MIT License
4Copyright © 2006 The Mono.Xna Team 4Copyright © 2006 The Mono.Xna Team
5 5
6All rights reserved. 6All rights reserved.
7 7
8Permission is hereby granted, free of charge, to any person obtaining a copy 8Permission is hereby granted, free of charge, to any person obtaining a copy
9of this software and associated documentation files (the "Software"), to deal 9of this software and associated documentation files (the "Software"), to deal
10in the Software without restriction, including without limitation the rights 10in the Software without restriction, including without limitation the rights
11to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 11to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12copies of the Software, and to permit persons to whom the Software is 12copies of the Software, and to permit persons to whom the Software is
13furnished to do so, subject to the following conditions: 13furnished to do so, subject to the following conditions:
14 14
15The above copyright notice and this permission notice shall be included in all 15The above copyright notice and this permission notice shall be included in all
16copies or substantial portions of the Software. 16copies or substantial portions of the Software.
17 17
18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 20FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 22LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 23OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24SOFTWARE. 24SOFTWARE.
25*/ 25*/
26#endregion License 26#endregion License
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Text; 30using System.Text;
31using System.Runtime.InteropServices; 31using System.Runtime.InteropServices;
32 32
33namespace MonoXnaCompactMaths 33namespace MonoXnaCompactMaths
34{ 34{
35 [Serializable] 35 [Serializable]
36 [StructLayout(LayoutKind.Sequential)] 36 [StructLayout(LayoutKind.Sequential)]
37 //[TypeConverter(typeof(Vector4Converter))] 37 //[TypeConverter(typeof(Vector4Converter))]
38 public struct Vector4 : IEquatable<Vector4> 38 public struct Vector4 : IEquatable<Vector4>
39 { 39 {
40 #region Private Fields 40 #region Private Fields
41 41
42 private static Vector4 zeroVector = new Vector4(); 42 private static Vector4 zeroVector = new Vector4();
43 private static Vector4 unitVector = new Vector4(1f, 1f, 1f, 1f); 43 private static Vector4 unitVector = new Vector4(1f, 1f, 1f, 1f);
44 private static Vector4 unitXVector = new Vector4(1f, 0f, 0f, 0f); 44 private static Vector4 unitXVector = new Vector4(1f, 0f, 0f, 0f);
45 private static Vector4 unitYVector = new Vector4(0f, 1f, 0f, 0f); 45 private static Vector4 unitYVector = new Vector4(0f, 1f, 0f, 0f);
46 private static Vector4 unitZVector = new Vector4(0f, 0f, 1f, 0f); 46 private static Vector4 unitZVector = new Vector4(0f, 0f, 1f, 0f);
47 private static Vector4 unitWVector = new Vector4(0f, 0f, 0f, 1f); 47 private static Vector4 unitWVector = new Vector4(0f, 0f, 0f, 1f);
48 48
49 #endregion Private Fields 49 #endregion Private Fields
50 50
51 51
52 #region Public Fields 52 #region Public Fields
53 53
54 public float X; 54 public float X;
55 public float Y; 55 public float Y;
56 public float Z; 56 public float Z;
57 public float W; 57 public float W;
58 58
59 #endregion Public Fields 59 #endregion Public Fields
60 60
61 61
62 #region Properties 62 #region Properties
63 63
64 public static Vector4 Zero 64 public static Vector4 Zero
65 { 65 {
66 get { return zeroVector; } 66 get { return zeroVector; }
67 } 67 }
68 68
69 public static Vector4 One 69 public static Vector4 One
70 { 70 {
71 get { return unitVector; } 71 get { return unitVector; }
72 } 72 }
73 73
74 public static Vector4 UnitX 74 public static Vector4 UnitX
75 { 75 {
76 get { return unitXVector; } 76 get { return unitXVector; }
77 } 77 }
78 78
79 public static Vector4 UnitY 79 public static Vector4 UnitY
80 { 80 {
81 get { return unitYVector; } 81 get { return unitYVector; }
82 } 82 }
83 83
84 public static Vector4 UnitZ 84 public static Vector4 UnitZ
85 { 85 {
86 get { return unitZVector; } 86 get { return unitZVector; }
87 } 87 }
88 88
89 public static Vector4 UnitW 89 public static Vector4 UnitW
90 { 90 {
91 get { return unitWVector; } 91 get { return unitWVector; }
92 } 92 }
93 93
94 #endregion Properties 94 #endregion Properties
95 95
96 96
97 #region Constructors 97 #region Constructors
98 98
99 public Vector4(float x, float y, float z, float w) 99 public Vector4(float x, float y, float z, float w)
100 { 100 {
101 this.X = x; 101 this.X = x;
102 this.Y = y; 102 this.Y = y;
103 this.Z = z; 103 this.Z = z;
104 this.W = w; 104 this.W = w;
105 } 105 }
106 106
107 /*public Vector4(Vector2 value, float z, float w) 107 /*public Vector4(Vector2 value, float z, float w)
108 { 108 {
109 this.X = value.X; 109 this.X = value.X;
110 this.Y = value.Y; 110 this.Y = value.Y;
111 this.Z = z; 111 this.Z = z;
112 this.W = w; 112 this.W = w;
113 }*/ 113 }*/
114 114
115 public Vector4(Vector3 value, float w) 115 public Vector4(Vector3 value, float w)
116 { 116 {
117 this.X = value.X; 117 this.X = value.X;
118 this.Y = value.Y; 118 this.Y = value.Y;
119 this.Z = value.Z; 119 this.Z = value.Z;
120 this.W = w; 120 this.W = w;
121 } 121 }
122 122
123 public Vector4(float value) 123 public Vector4(float value)
124 { 124 {
125 this.X = value; 125 this.X = value;
126 this.Y = value; 126 this.Y = value;
127 this.Z = value; 127 this.Z = value;
128 this.W = value; 128 this.W = value;
129 } 129 }
130 130
131 #endregion 131 #endregion
132 132
133 133
134 #region Public Methods 134 #region Public Methods
135 135
136 public static Vector4 Add(Vector4 value1, Vector4 value2) 136 public static Vector4 Add(Vector4 value1, Vector4 value2)
137 { 137 {
138 value1.W += value2.W; 138 value1.W += value2.W;
139 value1.X += value2.X; 139 value1.X += value2.X;
140 value1.Y += value2.Y; 140 value1.Y += value2.Y;
141 value1.Z += value2.Z; 141 value1.Z += value2.Z;
142 return value1; 142 return value1;
143 } 143 }
144 144
145 public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 145 public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
146 { 146 {
147 result.W = value1.W + value2.W; 147 result.W = value1.W + value2.W;
148 result.X = value1.X + value2.X; 148 result.X = value1.X + value2.X;
149 result.Y = value1.Y + value2.Y; 149 result.Y = value1.Y + value2.Y;
150 result.Z = value1.Z + value2.Z; 150 result.Z = value1.Z + value2.Z;
151 } 151 }
152 152
153 /*public static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2) 153 /*public static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2)
154 { 154 {
155 return new Vector4( 155 return new Vector4(
156 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), 156 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
157 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), 157 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
158 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2), 158 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
159 MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2)); 159 MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
160 }*/ 160 }*/
161 161
162 /*public static void Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result) 162 /*public static void Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result)
163 { 163 {
164 result = new Vector4( 164 result = new Vector4(
165 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2), 165 MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
166 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2), 166 MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
167 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2), 167 MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
168 MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2)); 168 MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
169 }*/ 169 }*/
170 170
171 /*public static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount) 171 /*public static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount)
172 { 172 {
173 return new Vector4( 173 return new Vector4(
174 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), 174 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
175 MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, 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), 176 MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
177 MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount)); 177 MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
178 }*/ 178 }*/
179 179
180 /*public static void CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result) 180 /*public static void CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result)
181 { 181 {
182 result = new Vector4( 182 result = new Vector4(
183 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount), 183 MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
184 MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, 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), 185 MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
186 MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount)); 186 MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
187 }*/ 187 }*/
188 188
189 /*public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max) 189 /*public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max)
190 { 190 {
191 return new Vector4( 191 return new Vector4(
192 MathHelper.Clamp(value1.X, min.X, max.X), 192 MathHelper.Clamp(value1.X, min.X, max.X),
193 MathHelper.Clamp(value1.Y, min.Y, max.Y), 193 MathHelper.Clamp(value1.Y, min.Y, max.Y),
194 MathHelper.Clamp(value1.Z, min.Z, max.Z), 194 MathHelper.Clamp(value1.Z, min.Z, max.Z),
195 MathHelper.Clamp(value1.W, min.W, max.W)); 195 MathHelper.Clamp(value1.W, min.W, max.W));
196 }*/ 196 }*/
197 197
198 /*public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result) 198 /*public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result)
199 { 199 {
200 result = new Vector4( 200 result = new Vector4(
201 MathHelper.Clamp(value1.X, min.X, max.X), 201 MathHelper.Clamp(value1.X, min.X, max.X),
202 MathHelper.Clamp(value1.Y, min.Y, max.Y), 202 MathHelper.Clamp(value1.Y, min.Y, max.Y),
203 MathHelper.Clamp(value1.Z, min.Z, max.Z), 203 MathHelper.Clamp(value1.Z, min.Z, max.Z),
204 MathHelper.Clamp(value1.W, min.W, max.W)); 204 MathHelper.Clamp(value1.W, min.W, max.W));
205 }*/ 205 }*/
206 206
207 public static float Distance(Vector4 value1, Vector4 value2) 207 public static float Distance(Vector4 value1, Vector4 value2)
208 { 208 {
209 return (float)Math.Sqrt(DistanceSquared(value1, value2)); 209 return (float)Math.Sqrt(DistanceSquared(value1, value2));
210 } 210 }
211 211
212 public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result) 212 public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result)
213 { 213 {
214 result = (float)Math.Sqrt(DistanceSquared(value1, value2)); 214 result = (float)Math.Sqrt(DistanceSquared(value1, value2));
215 } 215 }
216 216
217 public static float DistanceSquared(Vector4 value1, Vector4 value2) 217 public static float DistanceSquared(Vector4 value1, Vector4 value2)
218 { 218 {
219 float result; 219 float result;
220 DistanceSquared(ref value1, ref value2, out result); 220 DistanceSquared(ref value1, ref value2, out result);
221 return result; 221 return result;
222 } 222 }
223 223
224 public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result) 224 public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result)
225 { 225 {
226 result = (value1.W - value2.W) * (value1.W - value2.W) + 226 result = (value1.W - value2.W) * (value1.W - value2.W) +
227 (value1.X - value2.X) * (value1.X - value2.X) + 227 (value1.X - value2.X) * (value1.X - value2.X) +
228 (value1.Y - value2.Y) * (value1.Y - value2.Y) + 228 (value1.Y - value2.Y) * (value1.Y - value2.Y) +
229 (value1.Z - value2.Z) * (value1.Z - value2.Z); 229 (value1.Z - value2.Z) * (value1.Z - value2.Z);
230 } 230 }
231 231
232 public static Vector4 Divide(Vector4 value1, Vector4 value2) 232 public static Vector4 Divide(Vector4 value1, Vector4 value2)
233 { 233 {
234 value1.W /= value2.W; 234 value1.W /= value2.W;
235 value1.X /= value2.X; 235 value1.X /= value2.X;
236 value1.Y /= value2.Y; 236 value1.Y /= value2.Y;
237 value1.Z /= value2.Z; 237 value1.Z /= value2.Z;
238 return value1; 238 return value1;
239 } 239 }
240 240
241 public static Vector4 Divide(Vector4 value1, float divider) 241 public static Vector4 Divide(Vector4 value1, float divider)
242 { 242 {
243 float factor = 1f / divider; 243 float factor = 1f / divider;
244 value1.W *= factor; 244 value1.W *= factor;
245 value1.X *= factor; 245 value1.X *= factor;
246 value1.Y *= factor; 246 value1.Y *= factor;
247 value1.Z *= factor; 247 value1.Z *= factor;
248 return value1; 248 return value1;
249 } 249 }
250 250
251 public static void Divide(ref Vector4 value1, float divider, out Vector4 result) 251 public static void Divide(ref Vector4 value1, float divider, out Vector4 result)
252 { 252 {
253 float factor = 1f / divider; 253 float factor = 1f / divider;
254 result.W = value1.W * factor; 254 result.W = value1.W * factor;
255 result.X = value1.X * factor; 255 result.X = value1.X * factor;
256 result.Y = value1.Y * factor; 256 result.Y = value1.Y * factor;
257 result.Z = value1.Z * factor; 257 result.Z = value1.Z * factor;
258 } 258 }
259 259
260 public static void Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 260 public static void Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
261 { 261 {
262 result.W = value1.W / value2.W; 262 result.W = value1.W / value2.W;
263 result.X = value1.X / value2.X; 263 result.X = value1.X / value2.X;
264 result.Y = value1.Y / value2.Y; 264 result.Y = value1.Y / value2.Y;
265 result.Z = value1.Z / value2.Z; 265 result.Z = value1.Z / value2.Z;
266 } 266 }
267 267
268 public static float Dot(Vector4 vector1, Vector4 vector2) 268 public static float Dot(Vector4 vector1, Vector4 vector2)
269 { 269 {
270 return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W; 270 return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W;
271 } 271 }
272 272
273 public static void Dot(ref Vector4 vector1, ref Vector4 vector2, out float result) 273 public static void Dot(ref Vector4 vector1, ref Vector4 vector2, out float result)
274 { 274 {
275 result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W; 275 result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z + vector1.W * vector2.W;
276 } 276 }
277 277
278 public override bool Equals(object obj) 278 public override bool Equals(object obj)
279 { 279 {
280 return (obj is Vector4) ? this == (Vector4)obj : false; 280 return (obj is Vector4) ? this == (Vector4)obj : false;
281 } 281 }
282 282
283 public bool Equals(Vector4 other) 283 public bool Equals(Vector4 other)
284 { 284 {
285 return this.W == other.W 285 return this.W == other.W
286 && this.X == other.X 286 && this.X == other.X
287 && this.Y == other.Y 287 && this.Y == other.Y
288 && this.Z == other.Z; 288 && this.Z == other.Z;
289 } 289 }
290 290
291 public override int GetHashCode() 291 public override int GetHashCode()
292 { 292 {
293 return (int)(this.W + this.X + this.Y + this.Y); 293 return (int)(this.W + this.X + this.Y + this.Y);
294 } 294 }
295 295
296 /*public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount) 296 /*public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount)
297 { 297 {
298 Vector4 result = new Vector4(); 298 Vector4 result = new Vector4();
299 Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result); 299 Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
300 return result; 300 return result;
301 }*/ 301 }*/
302 302
303 /*public static void Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result) 303 /*public static void Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result)
304 { 304 {
305 result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount); 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); 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); 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); 308 result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
309 }*/ 309 }*/
310 310
311 public float Length() 311 public float Length()
312 { 312 {
313 float result; 313 float result;
314 DistanceSquared(ref this, ref zeroVector, out result); 314 DistanceSquared(ref this, ref zeroVector, out result);
315 return (float)Math.Sqrt(result); 315 return (float)Math.Sqrt(result);
316 } 316 }
317 317
318 public float LengthSquared() 318 public float LengthSquared()
319 { 319 {
320 float result; 320 float result;
321 DistanceSquared(ref this, ref zeroVector, out result); 321 DistanceSquared(ref this, ref zeroVector, out result);
322 return result; 322 return result;
323 } 323 }
324 324
325 /*public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount) 325 /*public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
326 { 326 {
327 return new Vector4( 327 return new Vector4(
328 MathHelper.Lerp(value1.X, value2.X, amount), 328 MathHelper.Lerp(value1.X, value2.X, amount),
329 MathHelper.Lerp(value1.Y, value2.Y, amount), 329 MathHelper.Lerp(value1.Y, value2.Y, amount),
330 MathHelper.Lerp(value1.Z, value2.Z, amount), 330 MathHelper.Lerp(value1.Z, value2.Z, amount),
331 MathHelper.Lerp(value1.W, value2.W, amount)); 331 MathHelper.Lerp(value1.W, value2.W, amount));
332 }*/ 332 }*/
333 333
334 /*public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) 334 /*public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
335 { 335 {
336 result = new Vector4( 336 result = new Vector4(
337 MathHelper.Lerp(value1.X, value2.X, amount), 337 MathHelper.Lerp(value1.X, value2.X, amount),
338 MathHelper.Lerp(value1.Y, value2.Y, amount), 338 MathHelper.Lerp(value1.Y, value2.Y, amount),
339 MathHelper.Lerp(value1.Z, value2.Z, amount), 339 MathHelper.Lerp(value1.Z, value2.Z, amount),
340 MathHelper.Lerp(value1.W, value2.W, amount)); 340 MathHelper.Lerp(value1.W, value2.W, amount));
341 }*/ 341 }*/
342 342
343 /*public static Vector4 Max(Vector4 value1, Vector4 value2) 343 /*public static Vector4 Max(Vector4 value1, Vector4 value2)
344 { 344 {
345 return new Vector4( 345 return new Vector4(
346 MathHelper.Max(value1.X, value2.X), 346 MathHelper.Max(value1.X, value2.X),
347 MathHelper.Max(value1.Y, value2.Y), 347 MathHelper.Max(value1.Y, value2.Y),
348 MathHelper.Max(value1.Z, value2.Z), 348 MathHelper.Max(value1.Z, value2.Z),
349 MathHelper.Max(value1.W, value2.W)); 349 MathHelper.Max(value1.W, value2.W));
350 }*/ 350 }*/
351 351
352 /*public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 352 /*public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
353 { 353 {
354 result = new Vector4( 354 result = new Vector4(
355 MathHelper.Max(value1.X, value2.X), 355 MathHelper.Max(value1.X, value2.X),
356 MathHelper.Max(value1.Y, value2.Y), 356 MathHelper.Max(value1.Y, value2.Y),
357 MathHelper.Max(value1.Z, value2.Z), 357 MathHelper.Max(value1.Z, value2.Z),
358 MathHelper.Max(value1.W, value2.W)); 358 MathHelper.Max(value1.W, value2.W));
359 }*/ 359 }*/
360 360
361 /*public static Vector4 Min(Vector4 value1, Vector4 value2) 361 /*public static Vector4 Min(Vector4 value1, Vector4 value2)
362 { 362 {
363 return new Vector4( 363 return new Vector4(
364 MathHelper.Min(value1.X, value2.X), 364 MathHelper.Min(value1.X, value2.X),
365 MathHelper.Min(value1.Y, value2.Y), 365 MathHelper.Min(value1.Y, value2.Y),
366 MathHelper.Min(value1.Z, value2.Z), 366 MathHelper.Min(value1.Z, value2.Z),
367 MathHelper.Min(value1.W, value2.W)); 367 MathHelper.Min(value1.W, value2.W));
368 }*/ 368 }*/
369 369
370 /*public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 370 /*public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
371 { 371 {
372 result = new Vector4( 372 result = new Vector4(
373 MathHelper.Min(value1.X, value2.X), 373 MathHelper.Min(value1.X, value2.X),
374 MathHelper.Min(value1.Y, value2.Y), 374 MathHelper.Min(value1.Y, value2.Y),
375 MathHelper.Min(value1.Z, value2.Z), 375 MathHelper.Min(value1.Z, value2.Z),
376 MathHelper.Min(value1.W, value2.W)); 376 MathHelper.Min(value1.W, value2.W));
377 }*/ 377 }*/
378 378
379 public static Vector4 Multiply(Vector4 value1, Vector4 value2) 379 public static Vector4 Multiply(Vector4 value1, Vector4 value2)
380 { 380 {
381 value1.W *= value2.W; 381 value1.W *= value2.W;
382 value1.X *= value2.X; 382 value1.X *= value2.X;
383 value1.Y *= value2.Y; 383 value1.Y *= value2.Y;
384 value1.Z *= value2.Z; 384 value1.Z *= value2.Z;
385 return value1; 385 return value1;
386 } 386 }
387 387
388 public static Vector4 Multiply(Vector4 value1, float scaleFactor) 388 public static Vector4 Multiply(Vector4 value1, float scaleFactor)
389 { 389 {
390 value1.W *= scaleFactor; 390 value1.W *= scaleFactor;
391 value1.X *= scaleFactor; 391 value1.X *= scaleFactor;
392 value1.Y *= scaleFactor; 392 value1.Y *= scaleFactor;
393 value1.Z *= scaleFactor; 393 value1.Z *= scaleFactor;
394 return value1; 394 return value1;
395 } 395 }
396 396
397 public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result) 397 public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result)
398 { 398 {
399 result.W = value1.W * scaleFactor; 399 result.W = value1.W * scaleFactor;
400 result.X = value1.X * scaleFactor; 400 result.X = value1.X * scaleFactor;
401 result.Y = value1.Y * scaleFactor; 401 result.Y = value1.Y * scaleFactor;
402 result.Z = value1.Z * scaleFactor; 402 result.Z = value1.Z * scaleFactor;
403 } 403 }
404 404
405 public static void Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 405 public static void Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
406 { 406 {
407 result.W = value1.W * value2.W; 407 result.W = value1.W * value2.W;
408 result.X = value1.X * value2.X; 408 result.X = value1.X * value2.X;
409 result.Y = value1.Y * value2.Y; 409 result.Y = value1.Y * value2.Y;
410 result.Z = value1.Z * value2.Z; 410 result.Z = value1.Z * value2.Z;
411 } 411 }
412 412
413 public static Vector4 Negate(Vector4 value) 413 public static Vector4 Negate(Vector4 value)
414 { 414 {
415 value = new Vector4(-value.X, -value.Y, -value.Z, -value.W); 415 value = new Vector4(-value.X, -value.Y, -value.Z, -value.W);
416 return value; 416 return value;
417 } 417 }
418 418
419 public static void Negate(ref Vector4 value, out Vector4 result) 419 public static void Negate(ref Vector4 value, out Vector4 result)
420 { 420 {
421 result = new Vector4(-value.X, -value.Y, -value.Z,-value.W); 421 result = new Vector4(-value.X, -value.Y, -value.Z,-value.W);
422 } 422 }
423 423
424 public void Normalize() 424 public void Normalize()
425 { 425 {
426 Normalize(ref this, out this); 426 Normalize(ref this, out this);
427 } 427 }
428 428
429 public static Vector4 Normalize(Vector4 vector) 429 public static Vector4 Normalize(Vector4 vector)
430 { 430 {
431 Normalize(ref vector, out vector); 431 Normalize(ref vector, out vector);
432 return vector; 432 return vector;
433 } 433 }
434 434
435 public static void Normalize(ref Vector4 vector, out Vector4 result) 435 public static void Normalize(ref Vector4 vector, out Vector4 result)
436 { 436 {
437 float factor; 437 float factor;
438 DistanceSquared(ref vector, ref zeroVector, out factor); 438 DistanceSquared(ref vector, ref zeroVector, out factor);
439 factor = 1f / (float)Math.Sqrt(factor); 439 factor = 1f / (float)Math.Sqrt(factor);
440 440
441 result.W = vector.W * factor; 441 result.W = vector.W * factor;
442 result.X = vector.X * factor; 442 result.X = vector.X * factor;
443 result.Y = vector.Y * factor; 443 result.Y = vector.Y * factor;
444 result.Z = vector.Z * factor; 444 result.Z = vector.Z * factor;
445 } 445 }
446 446
447 /*public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount) 447 /*public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount)
448 { 448 {
449 return new Vector4( 449 return new Vector4(
450 MathHelper.SmoothStep(value1.X, value2.X, amount), 450 MathHelper.SmoothStep(value1.X, value2.X, amount),
451 MathHelper.SmoothStep(value1.Y, value2.Y, amount), 451 MathHelper.SmoothStep(value1.Y, value2.Y, amount),
452 MathHelper.SmoothStep(value1.Z, value2.Z, amount), 452 MathHelper.SmoothStep(value1.Z, value2.Z, amount),
453 MathHelper.SmoothStep(value1.W, value2.W, amount)); 453 MathHelper.SmoothStep(value1.W, value2.W, amount));
454 }*/ 454 }*/
455 455
456 /*public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result) 456 /*public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
457 { 457 {
458 result = new Vector4( 458 result = new Vector4(
459 MathHelper.SmoothStep(value1.X, value2.X, amount), 459 MathHelper.SmoothStep(value1.X, value2.X, amount),
460 MathHelper.SmoothStep(value1.Y, value2.Y, amount), 460 MathHelper.SmoothStep(value1.Y, value2.Y, amount),
461 MathHelper.SmoothStep(value1.Z, value2.Z, amount), 461 MathHelper.SmoothStep(value1.Z, value2.Z, amount),
462 MathHelper.SmoothStep(value1.W, value2.W, amount)); 462 MathHelper.SmoothStep(value1.W, value2.W, amount));
463 }*/ 463 }*/
464 464
465 public static Vector4 Subtract(Vector4 value1, Vector4 value2) 465 public static Vector4 Subtract(Vector4 value1, Vector4 value2)
466 { 466 {
467 value1.W -= value2.W; 467 value1.W -= value2.W;
468 value1.X -= value2.X; 468 value1.X -= value2.X;
469 value1.Y -= value2.Y; 469 value1.Y -= value2.Y;
470 value1.Z -= value2.Z; 470 value1.Z -= value2.Z;
471 return value1; 471 return value1;
472 } 472 }
473 473
474 public static void Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result) 474 public static void Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
475 { 475 {
476 result.W = value1.W - value2.W; 476 result.W = value1.W - value2.W;
477 result.X = value1.X - value2.X; 477 result.X = value1.X - value2.X;
478 result.Y = value1.Y - value2.Y; 478 result.Y = value1.Y - value2.Y;
479 result.Z = value1.Z - value2.Z; 479 result.Z = value1.Z - value2.Z;
480 } 480 }
481 481
482 /*public static Vector4 Transform(Vector2 position, Matrix matrix) 482 /*public static Vector4 Transform(Vector2 position, Matrix matrix)
483 { 483 {
484 Vector4 result; 484 Vector4 result;
485 Transform(ref position, ref matrix, out result); 485 Transform(ref position, ref matrix, out result);
486 return result; 486 return result;
487 }*/ 487 }*/
488 488
489 public static Vector4 Transform(Vector3 position, Matrix matrix) 489 public static Vector4 Transform(Vector3 position, Matrix matrix)
490 { 490 {
491 Vector4 result; 491 Vector4 result;
492 Transform(ref position, ref matrix, out result); 492 Transform(ref position, ref matrix, out result);
493 return result; 493 return result;
494 } 494 }
495 495
496 public static Vector4 Transform(Vector4 vector, Matrix matrix) 496 public static Vector4 Transform(Vector4 vector, Matrix matrix)
497 { 497 {
498 Transform(ref vector, ref matrix, out vector); 498 Transform(ref vector, ref matrix, out vector);
499 return vector; 499 return vector;
500 } 500 }
501 501
502 /*public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector4 result) 502 /*public static void Transform(ref Vector2 position, ref Matrix matrix, out Vector4 result)
503 { 503 {
504 result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41, 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, 505 (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42,
506 (position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43, 506 (position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43,
507 (position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44); 507 (position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44);
508 }*/ 508 }*/
509 509
510 public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result) 510 public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result)
511 { 511 {
512 result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41, 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, 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, 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); 515 (position.X * matrix.M14) + (position.Y * matrix.M24) + (position.Z * matrix.M34) + matrix.M44);
516 } 516 }
517 517
518 public static void Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result) 518 public static void Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result)
519 { 519 {
520 result = new Vector4((vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41), 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), 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), 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)); 523 (vector.X * matrix.M14) + (vector.Y * matrix.M24) + (vector.Z * matrix.M34) + (vector.W * matrix.M44));
524 } 524 }
525 525
526 public override string ToString() 526 public override string ToString()
527 { 527 {
528 StringBuilder sb = new StringBuilder(32); 528 StringBuilder sb = new StringBuilder(32);
529 sb.Append("{X:"); 529 sb.Append("{X:");
530 sb.Append(this.X); 530 sb.Append(this.X);
531 sb.Append(" Y:"); 531 sb.Append(" Y:");
532 sb.Append(this.Y); 532 sb.Append(this.Y);
533 sb.Append(" Z:"); 533 sb.Append(" Z:");
534 sb.Append(this.Z); 534 sb.Append(this.Z);
535 sb.Append(" W:"); 535 sb.Append(" W:");
536 sb.Append(this.W); 536 sb.Append(this.W);
537 sb.Append("}"); 537 sb.Append("}");
538 return sb.ToString(); 538 return sb.ToString();
539 } 539 }
540 540
541 #endregion Public Methods 541 #endregion Public Methods
542 542
543 543
544 #region Operators 544 #region Operators
545 545
546 public static Vector4 operator -(Vector4 value) 546 public static Vector4 operator -(Vector4 value)
547 { 547 {
548 return new Vector4(-value.X, -value.Y, -value.Z, -value.W); 548 return new Vector4(-value.X, -value.Y, -value.Z, -value.W);
549 } 549 }
550 550
551 public static bool operator ==(Vector4 value1, Vector4 value2) 551 public static bool operator ==(Vector4 value1, Vector4 value2)
552 { 552 {
553 return value1.W == value2.W 553 return value1.W == value2.W
554 && value1.X == value2.X 554 && value1.X == value2.X
555 && value1.Y == value2.Y 555 && value1.Y == value2.Y
556 && value1.Z == value2.Z; 556 && value1.Z == value2.Z;
557 } 557 }
558 558
559 public static bool operator !=(Vector4 value1, Vector4 value2) 559 public static bool operator !=(Vector4 value1, Vector4 value2)
560 { 560 {
561 return !(value1 == value2); 561 return !(value1 == value2);
562 } 562 }
563 563
564 public static Vector4 operator +(Vector4 value1, Vector4 value2) 564 public static Vector4 operator +(Vector4 value1, Vector4 value2)
565 { 565 {
566 value1.W += value2.W; 566 value1.W += value2.W;
567 value1.X += value2.X; 567 value1.X += value2.X;
568 value1.Y += value2.Y; 568 value1.Y += value2.Y;
569 value1.Z += value2.Z; 569 value1.Z += value2.Z;
570 return value1; 570 return value1;
571 } 571 }
572 572
573 public static Vector4 operator -(Vector4 value1, Vector4 value2) 573 public static Vector4 operator -(Vector4 value1, Vector4 value2)
574 { 574 {
575 value1.W -= value2.W; 575 value1.W -= value2.W;
576 value1.X -= value2.X; 576 value1.X -= value2.X;
577 value1.Y -= value2.Y; 577 value1.Y -= value2.Y;
578 value1.Z -= value2.Z; 578 value1.Z -= value2.Z;
579 return value1; 579 return value1;
580 } 580 }
581 581
582 public static Vector4 operator *(Vector4 value1, Vector4 value2) 582 public static Vector4 operator *(Vector4 value1, Vector4 value2)
583 { 583 {
584 value1.W *= value2.W; 584 value1.W *= value2.W;
585 value1.X *= value2.X; 585 value1.X *= value2.X;
586 value1.Y *= value2.Y; 586 value1.Y *= value2.Y;
587 value1.Z *= value2.Z; 587 value1.Z *= value2.Z;
588 return value1; 588 return value1;
589 } 589 }
590 590
591 public static Vector4 operator *(Vector4 value1, float scaleFactor) 591 public static Vector4 operator *(Vector4 value1, float scaleFactor)
592 { 592 {
593 value1.W *= scaleFactor; 593 value1.W *= scaleFactor;
594 value1.X *= scaleFactor; 594 value1.X *= scaleFactor;
595 value1.Y *= scaleFactor; 595 value1.Y *= scaleFactor;
596 value1.Z *= scaleFactor; 596 value1.Z *= scaleFactor;
597 return value1; 597 return value1;
598 } 598 }
599 599
600 public static Vector4 operator *(float scaleFactor, Vector4 value1) 600 public static Vector4 operator *(float scaleFactor, Vector4 value1)
601 { 601 {
602 value1.W *= scaleFactor; 602 value1.W *= scaleFactor;
603 value1.X *= scaleFactor; 603 value1.X *= scaleFactor;
604 value1.Y *= scaleFactor; 604 value1.Y *= scaleFactor;
605 value1.Z *= scaleFactor; 605 value1.Z *= scaleFactor;
606 return value1; 606 return value1;
607 } 607 }
608 608
609 public static Vector4 operator /(Vector4 value1, Vector4 value2) 609 public static Vector4 operator /(Vector4 value1, Vector4 value2)
610 { 610 {
611 value1.W /= value2.W; 611 value1.W /= value2.W;
612 value1.X /= value2.X; 612 value1.X /= value2.X;
613 value1.Y /= value2.Y; 613 value1.Y /= value2.Y;
614 value1.Z /= value2.Z; 614 value1.Z /= value2.Z;
615 return value1; 615 return value1;
616 } 616 }
617 617
618 public static Vector4 operator /(Vector4 value1, float divider) 618 public static Vector4 operator /(Vector4 value1, float divider)
619 { 619 {
620 float factor = 1f / divider; 620 float factor = 1f / divider;
621 value1.W *= factor; 621 value1.W *= factor;
622 value1.X *= factor; 622 value1.X *= factor;
623 value1.Y *= factor; 623 value1.Y *= factor;
624 value1.Z *= factor; 624 value1.Z *= factor;
625 return value1; 625 return value1;
626 } 626 }
627 627
628 #endregion Operators 628 #endregion Operators
629 } 629 }
630} 630}