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- #region --- License ---
- /*
- Copyright (c) 2006 - 2008 The Open Toolkit library.
- Permission is hereby granted, free of charge, to any person obtaining a copy of
- this software and associated documentation files (the "Software"), to deal in
- the Software without restriction, including without limitation the rights to
- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
- of the Software, and to permit persons to whom the Software is furnished to do
- so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all
- copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- SOFTWARE.
- */
- #endregion
- using System;
- using System.Runtime.InteropServices;
- using System.Xml.Serialization;
- namespace Urho
- {
- /// <summary>Represents a 4D vector using four single-precision floating-point numbers.</summary>
- /// <remarks>
- /// The Vector4 structure is suitable for interoperation with unmanaged code requiring four consecutive floats.
- /// </remarks>
- [StructLayout(LayoutKind.Sequential)]
- public struct Vector4 : IEquatable<Vector4>
- {
- #region Fields
- /// <summary>
- /// The X component of the Vector4.
- /// </summary>
- public float X;
- /// <summary>
- /// The Y component of the Vector4.
- /// </summary>
- public float Y;
- /// <summary>
- /// The Z component of the Vector4.
- /// </summary>
- public float Z;
- /// <summary>
- /// The W component of the Vector4.
- /// </summary>
- public float W;
- /// <summary>
- /// Defines a unit-length Vector4 that points towards the X-axis.
- /// </summary>
- public static Vector4 UnitX = new Vector4(1, 0, 0, 0);
- /// <summary>
- /// Defines a unit-length Vector4 that points towards the Y-axis.
- /// </summary>
- public static Vector4 UnitY = new Vector4(0, 1, 0, 0);
- /// <summary>
- /// Defines a unit-length Vector4 that points towards the Z-axis.
- /// </summary>
- public static Vector4 UnitZ = new Vector4(0, 0, 1, 0);
- /// <summary>
- /// Defines a unit-length Vector4 that points towards the W-axis.
- /// </summary>
- public static Vector4 UnitW = new Vector4(0, 0, 0, 1);
- /// <summary>
- /// Defines a zero-length Vector4.
- /// </summary>
- public static Vector4 Zero = new Vector4(0, 0, 0, 0);
- /// <summary>
- /// Defines an instance with all components set to 1.
- /// </summary>
- public static readonly Vector4 One = new Vector4(1, 1, 1, 1);
- /// <summary>
- /// Defines the size of the Vector4 struct in bytes.
- /// </summary>
- public static readonly int SizeInBytes = Marshal.SizeOf(new Vector4());
- #endregion
- #region Constructors
- /// <summary>
- /// Constructs a new Vector4.
- /// </summary>
- /// <param name="x">The x component of the Vector4.</param>
- /// <param name="y">The y component of the Vector4.</param>
- /// <param name="z">The z component of the Vector4.</param>
- /// <param name="w">The z component of the Vector4.</param>
- public Vector4(float x, float y, float z, float w)
- {
- X = x;
- Y = y;
- Z = z;
- W = w;
- }
- /// <summary>
- /// Constructs a new Vector4 from the given Vector2.
- /// </summary>
- /// <param name="v">The Vector2 to copy components from.</param>
- public Vector4(Vector2 v)
- {
- X = v.X;
- Y = v.Y;
- Z = 0.0f;
- W = 0.0f;
- }
- /// <summary>
- /// Constructs a new Vector4 from the given Vector3.
- /// </summary>
- /// <param name="v">The Vector3 to copy components from.</param>
- public Vector4(Vector3 v)
- {
- X = v.X;
- Y = v.Y;
- Z = v.Z;
- W = 0.0f;
- }
- /// <summary>
- /// Constructs a new Vector4 from the specified Vector3 and W component.
- /// </summary>
- /// <param name="v">The Vector3 to copy components from.</param>
- /// <param name="w">The W component of the new Vector4.</param>
- public Vector4(Vector3 v, float w)
- {
- X = v.X;
- Y = v.Y;
- Z = v.Z;
- W = w;
- }
- /// <summary>
- /// Constructs a new Vector4 from the given Vector4.
- /// </summary>
- /// <param name="v">The Vector4 to copy components from.</param>
- public Vector4(Vector4 v)
- {
- X = v.X;
- Y = v.Y;
- Z = v.Z;
- W = v.W;
- }
- #endregion
- #region Public Members
- #region Instance
- #region public void Add()
- /// <summary>Add the Vector passed as parameter to this instance.</summary>
- /// <param name="right">Right operand. This parameter is only read from.</param>
- [Obsolete("Use static Add() method instead.")]
- public void Add(Vector4 right)
- {
- this.X += right.X;
- this.Y += right.Y;
- this.Z += right.Z;
- this.W += right.W;
- }
- /// <summary>Add the Vector passed as parameter to this instance.</summary>
- /// <param name="right">Right operand. This parameter is only read from.</param>
- [CLSCompliant(false)]
- [Obsolete("Use static Add() method instead.")]
- public void Add(ref Vector4 right)
- {
- this.X += right.X;
- this.Y += right.Y;
- this.Z += right.Z;
- this.W += right.W;
- }
- #endregion public void Add()
- #region public void Sub()
- /// <summary>Subtract the Vector passed as parameter from this instance.</summary>
- /// <param name="right">Right operand. This parameter is only read from.</param>
- [Obsolete("Use static Subtract() method instead.")]
- public void Sub(Vector4 right)
- {
- this.X -= right.X;
- this.Y -= right.Y;
- this.Z -= right.Z;
- this.W -= right.W;
- }
- /// <summary>Subtract the Vector passed as parameter from this instance.</summary>
- /// <param name="right">Right operand. This parameter is only read from.</param>
- [CLSCompliant(false)]
- [Obsolete("Use static Subtract() method instead.")]
- public void Sub(ref Vector4 right)
- {
- this.X -= right.X;
- this.Y -= right.Y;
- this.Z -= right.Z;
- this.W -= right.W;
- }
- #endregion public void Sub()
- #region public void Mult()
- /// <summary>Multiply this instance by a scalar.</summary>
- /// <param name="f">Scalar operand.</param>
- [Obsolete("Use static Multiply() method instead.")]
- public void Mult(float f)
- {
- this.X *= f;
- this.Y *= f;
- this.Z *= f;
- this.W *= f;
- }
- #endregion public void Mult()
- #region public void Div()
- /// <summary>Divide this instance by a scalar.</summary>
- /// <param name="f">Scalar operand.</param>
- [Obsolete("Use static Divide() method instead.")]
- public void Div(float f)
- {
- float mult = 1.0f / f;
- this.X *= mult;
- this.Y *= mult;
- this.Z *= mult;
- this.W *= mult;
- }
- #endregion public void Div()
- #region public float Length
- /// <summary>
- /// Gets the length (magnitude) of the vector.
- /// </summary>
- /// <see cref="LengthFast"/>
- /// <seealso cref="LengthSquared"/>
- public float Length
- {
- get
- {
- return (float)System.Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
- }
- }
- #endregion
- #region public float LengthFast
- /// <summary>
- /// Gets an approximation of the vector length (magnitude).
- /// </summary>
- /// <remarks>
- /// This property uses an approximation of the square root function to calculate vector magnitude, with
- /// an upper error bound of 0.001.
- /// </remarks>
- /// <see cref="Length"/>
- /// <seealso cref="LengthSquared"/>
- public float LengthFast
- {
- get
- {
- return 1.0f / MathHelper.InverseSqrtFast(X * X + Y * Y + Z * Z + W * W);
- }
- }
- #endregion
- #region public float LengthSquared
- /// <summary>
- /// Gets the square of the vector length (magnitude).
- /// </summary>
- /// <remarks>
- /// This property avoids the costly square root operation required by the Length property. This makes it more suitable
- /// for comparisons.
- /// </remarks>
- /// <see cref="Length"/>
- /// <seealso cref="LengthFast"/>
- public float LengthSquared
- {
- get
- {
- return X * X + Y * Y + Z * Z + W * W;
- }
- }
- #endregion
- #region public void Normalize()
- /// <summary>
- /// Scales the Vector4 to unit length.
- /// </summary>
- public void Normalize()
- {
- float scale = 1.0f / this.Length;
- X *= scale;
- Y *= scale;
- Z *= scale;
- W *= scale;
- }
- #endregion
- #region public void NormalizeFast()
- /// <summary>
- /// Scales the Vector4 to approximately unit length.
- /// </summary>
- public void NormalizeFast()
- {
- float scale = MathHelper.InverseSqrtFast(X * X + Y * Y + Z * Z + W * W);
- X *= scale;
- Y *= scale;
- Z *= scale;
- W *= scale;
- }
- #endregion
- #region public void Scale()
- /// <summary>
- /// Scales the current Vector4 by the given amounts.
- /// </summary>
- /// <param name="sx">The scale of the X component.</param>
- /// <param name="sy">The scale of the Y component.</param>
- /// <param name="sz">The scale of the Z component.</param>
- /// <param name="sw">The scale of the Z component.</param>
- [Obsolete("Use static Multiply() method instead.")]
- public void Scale(float sx, float sy, float sz, float sw)
- {
- this.X = X * sx;
- this.Y = Y * sy;
- this.Z = Z * sz;
- this.W = W * sw;
- }
- /// <summary>Scales this instance by the given parameter.</summary>
- /// <param name="scale">The scaling of the individual components.</param>
- [Obsolete("Use static Multiply() method instead.")]
- public void Scale(Vector4 scale)
- {
- this.X *= scale.X;
- this.Y *= scale.Y;
- this.Z *= scale.Z;
- this.W *= scale.W;
- }
- /// <summary>Scales this instance by the given parameter.</summary>
- /// <param name="scale">The scaling of the individual components.</param>
- [CLSCompliant(false)]
- [Obsolete("Use static Multiply() method instead.")]
- public void Scale(ref Vector4 scale)
- {
- this.X *= scale.X;
- this.Y *= scale.Y;
- this.Z *= scale.Z;
- this.W *= scale.W;
- }
- #endregion public void Scale()
- #endregion
- #region Static
- #region Obsolete
- #region Sub
- /// <summary>
- /// Subtract one Vector from another
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <returns>Result of subtraction</returns>
- public static Vector4 Sub(Vector4 a, Vector4 b)
- {
- a.X -= b.X;
- a.Y -= b.Y;
- a.Z -= b.Z;
- a.W -= b.W;
- return a;
- }
- /// <summary>
- /// Subtract one Vector from another
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <param name="result">Result of subtraction</param>
- public static void Sub(ref Vector4 a, ref Vector4 b, out Vector4 result)
- {
- result.X = a.X - b.X;
- result.Y = a.Y - b.Y;
- result.Z = a.Z - b.Z;
- result.W = a.W - b.W;
- }
- #endregion
- #region Mult
- /// <summary>
- /// Multiply a vector and a scalar
- /// </summary>
- /// <param name="a">Vector operand</param>
- /// <param name="f">Scalar operand</param>
- /// <returns>Result of the multiplication</returns>
- public static Vector4 Mult(Vector4 a, float f)
- {
- a.X *= f;
- a.Y *= f;
- a.Z *= f;
- a.W *= f;
- return a;
- }
- /// <summary>
- /// Multiply a vector and a scalar
- /// </summary>
- /// <param name="a">Vector operand</param>
- /// <param name="f">Scalar operand</param>
- /// <param name="result">Result of the multiplication</param>
- public static void Mult(ref Vector4 a, float f, out Vector4 result)
- {
- result.X = a.X * f;
- result.Y = a.Y * f;
- result.Z = a.Z * f;
- result.W = a.W * f;
- }
- #endregion
- #region Div
- /// <summary>
- /// Divide a vector by a scalar
- /// </summary>
- /// <param name="a">Vector operand</param>
- /// <param name="f">Scalar operand</param>
- /// <returns>Result of the division</returns>
- public static Vector4 Div(Vector4 a, float f)
- {
- float mult = 1.0f / f;
- a.X *= mult;
- a.Y *= mult;
- a.Z *= mult;
- a.W *= mult;
- return a;
- }
- /// <summary>
- /// Divide a vector by a scalar
- /// </summary>
- /// <param name="a">Vector operand</param>
- /// <param name="f">Scalar operand</param>
- /// <param name="result">Result of the division</param>
- public static void Div(ref Vector4 a, float f, out Vector4 result)
- {
- float mult = 1.0f / f;
- result.X = a.X * mult;
- result.Y = a.Y * mult;
- result.Z = a.Z * mult;
- result.W = a.W * mult;
- }
- #endregion
- #endregion
- #region Add
- /// <summary>
- /// Adds two vectors.
- /// </summary>
- /// <param name="a">Left operand.</param>
- /// <param name="b">Right operand.</param>
- /// <returns>Result of operation.</returns>
- public static Vector4 Add(Vector4 a, Vector4 b)
- {
- Add(ref a, ref b, out a);
- return a;
- }
- /// <summary>
- /// Adds two vectors.
- /// </summary>
- /// <param name="a">Left operand.</param>
- /// <param name="b">Right operand.</param>
- /// <param name="result">Result of operation.</param>
- public static void Add(ref Vector4 a, ref Vector4 b, out Vector4 result)
- {
- result = new Vector4(a.X + b.X, a.Y + b.Y, a.Z + b.Z, a.W + b.W);
- }
- #endregion
- #region Subtract
- /// <summary>
- /// Subtract one Vector from another
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <returns>Result of subtraction</returns>
- public static Vector4 Subtract(Vector4 a, Vector4 b)
- {
- Subtract(ref a, ref b, out a);
- return a;
- }
- /// <summary>
- /// Subtract one Vector from another
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <param name="result">Result of subtraction</param>
- public static void Subtract(ref Vector4 a, ref Vector4 b, out Vector4 result)
- {
- result = new Vector4(a.X - b.X, a.Y - b.Y, a.Z - b.Z, a.W - b.W);
- }
- #endregion
- #region Multiply
- /// <summary>
- /// Multiplies a vector by a scalar.
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <returns>Result of the operation.</returns>
- public static Vector4 Multiply(Vector4 vector, float scale)
- {
- Multiply(ref vector, scale, out vector);
- return vector;
- }
- /// <summary>
- /// Multiplies a vector by a scalar.
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <param name="result">Result of the operation.</param>
- public static void Multiply(ref Vector4 vector, float scale, out Vector4 result)
- {
- result = new Vector4(vector.X * scale, vector.Y * scale, vector.Z * scale, vector.W * scale);
- }
- /// <summary>
- /// Multiplies a vector by the components a vector (scale).
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <returns>Result of the operation.</returns>
- public static Vector4 Multiply(Vector4 vector, Vector4 scale)
- {
- Multiply(ref vector, ref scale, out vector);
- return vector;
- }
- /// <summary>
- /// Multiplies a vector by the components of a vector (scale).
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <param name="result">Result of the operation.</param>
- public static void Multiply(ref Vector4 vector, ref Vector4 scale, out Vector4 result)
- {
- result = new Vector4(vector.X * scale.X, vector.Y * scale.Y, vector.Z * scale.Z, vector.W * scale.W);
- }
- #endregion
- #region Divide
- /// <summary>
- /// Divides a vector by a scalar.
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <returns>Result of the operation.</returns>
- public static Vector4 Divide(Vector4 vector, float scale)
- {
- Divide(ref vector, scale, out vector);
- return vector;
- }
- /// <summary>
- /// Divides a vector by a scalar.
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <param name="result">Result of the operation.</param>
- public static void Divide(ref Vector4 vector, float scale, out Vector4 result)
- {
- Multiply(ref vector, 1 / scale, out result);
- }
- /// <summary>
- /// Divides a vector by the components of a vector (scale).
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <returns>Result of the operation.</returns>
- public static Vector4 Divide(Vector4 vector, Vector4 scale)
- {
- Divide(ref vector, ref scale, out vector);
- return vector;
- }
- /// <summary>
- /// Divide a vector by the components of a vector (scale).
- /// </summary>
- /// <param name="vector">Left operand.</param>
- /// <param name="scale">Right operand.</param>
- /// <param name="result">Result of the operation.</param>
- public static void Divide(ref Vector4 vector, ref Vector4 scale, out Vector4 result)
- {
- result = new Vector4(vector.X / scale.X, vector.Y / scale.Y, vector.Z / scale.Z, vector.W / scale.W);
- }
- #endregion
- #region Min
- /// <summary>
- /// Calculate the component-wise minimum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <returns>The component-wise minimum</returns>
- public static Vector4 Min(Vector4 a, Vector4 b)
- {
- a.X = a.X < b.X ? a.X : b.X;
- a.Y = a.Y < b.Y ? a.Y : b.Y;
- a.Z = a.Z < b.Z ? a.Z : b.Z;
- a.W = a.W < b.W ? a.W : b.W;
- return a;
- }
- /// <summary>
- /// Calculate the component-wise minimum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <param name="result">The component-wise minimum</param>
- public static void Min(ref Vector4 a, ref Vector4 b, out Vector4 result)
- {
- result.X = a.X < b.X ? a.X : b.X;
- result.Y = a.Y < b.Y ? a.Y : b.Y;
- result.Z = a.Z < b.Z ? a.Z : b.Z;
- result.W = a.W < b.W ? a.W : b.W;
- }
- #endregion
- #region Max
- /// <summary>
- /// Calculate the component-wise maximum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <returns>The component-wise maximum</returns>
- public static Vector4 Max(Vector4 a, Vector4 b)
- {
- a.X = a.X > b.X ? a.X : b.X;
- a.Y = a.Y > b.Y ? a.Y : b.Y;
- a.Z = a.Z > b.Z ? a.Z : b.Z;
- a.W = a.W > b.W ? a.W : b.W;
- return a;
- }
- /// <summary>
- /// Calculate the component-wise maximum of two vectors
- /// </summary>
- /// <param name="a">First operand</param>
- /// <param name="b">Second operand</param>
- /// <param name="result">The component-wise maximum</param>
- public static void Max(ref Vector4 a, ref Vector4 b, out Vector4 result)
- {
- result.X = a.X > b.X ? a.X : b.X;
- result.Y = a.Y > b.Y ? a.Y : b.Y;
- result.Z = a.Z > b.Z ? a.Z : b.Z;
- result.W = a.W > b.W ? a.W : b.W;
- }
- #endregion
- #region Clamp
- /// <summary>
- /// Clamp a vector to the given minimum and maximum vectors
- /// </summary>
- /// <param name="vec">Input vector</param>
- /// <param name="min">Minimum vector</param>
- /// <param name="max">Maximum vector</param>
- /// <returns>The clamped vector</returns>
- public static Vector4 Clamp(Vector4 vec, Vector4 min, Vector4 max)
- {
- vec.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
- vec.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
- vec.Z = vec.X < min.Z ? min.Z : vec.Z > max.Z ? max.Z : vec.Z;
- vec.W = vec.Y < min.W ? min.W : vec.W > max.W ? max.W : vec.W;
- return vec;
- }
- /// <summary>
- /// Clamp a vector to the given minimum and maximum vectors
- /// </summary>
- /// <param name="vec">Input vector</param>
- /// <param name="min">Minimum vector</param>
- /// <param name="max">Maximum vector</param>
- /// <param name="result">The clamped vector</param>
- public static void Clamp(ref Vector4 vec, ref Vector4 min, ref Vector4 max, out Vector4 result)
- {
- result.X = vec.X < min.X ? min.X : vec.X > max.X ? max.X : vec.X;
- result.Y = vec.Y < min.Y ? min.Y : vec.Y > max.Y ? max.Y : vec.Y;
- result.Z = vec.X < min.Z ? min.Z : vec.Z > max.Z ? max.Z : vec.Z;
- result.W = vec.Y < min.W ? min.W : vec.W > max.W ? max.W : vec.W;
- }
- #endregion
- #region Normalize
- /// <summary>
- /// Scale a vector to unit length
- /// </summary>
- /// <param name="vec">The input vector</param>
- /// <returns>The normalized vector</returns>
- public static Vector4 Normalize(Vector4 vec)
- {
- float scale = 1.0f / vec.Length;
- vec.X *= scale;
- vec.Y *= scale;
- vec.Z *= scale;
- vec.W *= scale;
- return vec;
- }
- /// <summary>
- /// Scale a vector to unit length
- /// </summary>
- /// <param name="vec">The input vector</param>
- /// <param name="result">The normalized vector</param>
- public static void Normalize(ref Vector4 vec, out Vector4 result)
- {
- float scale = 1.0f / vec.Length;
- result.X = vec.X * scale;
- result.Y = vec.Y * scale;
- result.Z = vec.Z * scale;
- result.W = vec.W * scale;
- }
- #endregion
- #region NormalizeFast
- /// <summary>
- /// Scale a vector to approximately unit length
- /// </summary>
- /// <param name="vec">The input vector</param>
- /// <returns>The normalized vector</returns>
- public static Vector4 NormalizeFast(Vector4 vec)
- {
- float scale = MathHelper.InverseSqrtFast(vec.X * vec.X + vec.Y * vec.Y + vec.Z * vec.Z + vec.W * vec.W);
- vec.X *= scale;
- vec.Y *= scale;
- vec.Z *= scale;
- vec.W *= scale;
- return vec;
- }
- /// <summary>
- /// Scale a vector to approximately unit length
- /// </summary>
- /// <param name="vec">The input vector</param>
- /// <param name="result">The normalized vector</param>
- public static void NormalizeFast(ref Vector4 vec, out Vector4 result)
- {
- float scale = MathHelper.InverseSqrtFast(vec.X * vec.X + vec.Y * vec.Y + vec.Z * vec.Z + vec.W * vec.W);
- result.X = vec.X * scale;
- result.Y = vec.Y * scale;
- result.Z = vec.Z * scale;
- result.W = vec.W * scale;
- }
- #endregion
- #region Dot
- /// <summary>
- /// Calculate the dot product of two vectors
- /// </summary>
- /// <param name="left">First operand</param>
- /// <param name="right">Second operand</param>
- /// <returns>The dot product of the two inputs</returns>
- public static float Dot(Vector4 left, Vector4 right)
- {
- return left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W;
- }
- /// <summary>
- /// Calculate the dot product of two vectors
- /// </summary>
- /// <param name="left">First operand</param>
- /// <param name="right">Second operand</param>
- /// <param name="result">The dot product of the two inputs</param>
- public static void Dot(ref Vector4 left, ref Vector4 right, out float result)
- {
- result = left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W;
- }
- #endregion
- #region Lerp
- /// <summary>
- /// Returns a new Vector that is the linear blend of the 2 given Vectors
- /// </summary>
- /// <param name="a">First input vector</param>
- /// <param name="b">Second input vector</param>
- /// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
- /// <returns>a when blend=0, b when blend=1, and a linear combination otherwise</returns>
- public static Vector4 Lerp(Vector4 a, Vector4 b, float blend)
- {
- a.X = blend * (b.X - a.X) + a.X;
- a.Y = blend * (b.Y - a.Y) + a.Y;
- a.Z = blend * (b.Z - a.Z) + a.Z;
- a.W = blend * (b.W - a.W) + a.W;
- return a;
- }
- /// <summary>
- /// Returns a new Vector that is the linear blend of the 2 given Vectors
- /// </summary>
- /// <param name="a">First input vector</param>
- /// <param name="b">Second input vector</param>
- /// <param name="blend">The blend factor. a when blend=0, b when blend=1.</param>
- /// <param name="result">a when blend=0, b when blend=1, and a linear combination otherwise</param>
- public static void Lerp(ref Vector4 a, ref Vector4 b, float blend, out Vector4 result)
- {
- result.X = blend * (b.X - a.X) + a.X;
- result.Y = blend * (b.Y - a.Y) + a.Y;
- result.Z = blend * (b.Z - a.Z) + a.Z;
- result.W = blend * (b.W - a.W) + a.W;
- }
- #endregion
- #region Barycentric
- /// <summary>
- /// Interpolate 3 Vectors using Barycentric coordinates
- /// </summary>
- /// <param name="a">First input Vector</param>
- /// <param name="b">Second input Vector</param>
- /// <param name="c">Third input Vector</param>
- /// <param name="u">First Barycentric Coordinate</param>
- /// <param name="v">Second Barycentric Coordinate</param>
- /// <returns>a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</returns>
- public static Vector4 BaryCentric(Vector4 a, Vector4 b, Vector4 c, float u, float v)
- {
- return a + u * (b - a) + v * (c - a);
- }
- /// <summary>Interpolate 3 Vectors using Barycentric coordinates</summary>
- /// <param name="a">First input Vector.</param>
- /// <param name="b">Second input Vector.</param>
- /// <param name="c">Third input Vector.</param>
- /// <param name="u">First Barycentric Coordinate.</param>
- /// <param name="v">Second Barycentric Coordinate.</param>
- /// <param name="result">Output Vector. a when u=v=0, b when u=1,v=0, c when u=0,v=1, and a linear combination of a,b,c otherwise</param>
- public static void BaryCentric(ref Vector4 a, ref Vector4 b, ref Vector4 c, float u, float v, out Vector4 result)
- {
- result = a; // copy
- Vector4 temp = b; // copy
- Subtract(ref temp, ref a, out temp);
- Multiply(ref temp, u, out temp);
- Add(ref result, ref temp, out result);
- temp = c; // copy
- Subtract(ref temp, ref a, out temp);
- Multiply(ref temp, v, out temp);
- Add(ref result, ref temp, out result);
- }
- #endregion
- #region Transform
- /// <summary>Transform a Vector by the given Matrix</summary>
- /// <param name="vec">The vector to transform</param>
- /// <param name="mat">The desired transformation</param>
- /// <returns>The transformed vector</returns>
- public static Vector4 Transform(Vector4 vec, Matrix4 mat)
- {
- Vector4 result;
- result.X = Vector4.Dot(vec, mat.Column0);
- result.Y = Vector4.Dot(vec, mat.Column1);
- result.Z = Vector4.Dot(vec, mat.Column2);
- result.W = Vector4.Dot(vec, mat.Column3);
- return result;
- }
- /// <summary>Transform a Vector by the given Matrix</summary>
- /// <param name="vec">The vector to transform</param>
- /// <param name="mat">The desired transformation</param>
- /// <param name="result">The transformed vector</param>
- public static void Transform(ref Vector4 vec, ref Matrix4 mat, out Vector4 result)
- {
- result.X = vec.X * mat.Row0.X +
- vec.Y * mat.Row1.X +
- vec.Z * mat.Row2.X +
- vec.W * mat.Row3.X;
- result.Y = vec.X * mat.Row0.Y +
- vec.Y * mat.Row1.Y +
- vec.Z * mat.Row2.Y +
- vec.W * mat.Row3.Y;
- result.Z = vec.X * mat.Row0.Z +
- vec.Y * mat.Row1.Z +
- vec.Z * mat.Row2.Z +
- vec.W * mat.Row3.Z;
- result.W = vec.X * mat.Row0.W +
- vec.Y * mat.Row1.W +
- vec.Z * mat.Row2.W +
- vec.W * mat.Row3.W;
- }
- #endregion
- #endregion
- #region Swizzle
- /// <summary>
- /// Gets or sets an OpenTK.Vector2 with the X and Y components of this instance.
- /// </summary>
- [XmlIgnore]
- public Vector2 Xy { get { return new Vector2(X, Y); } set { X = value.X; Y = value.Y; } }
- /// <summary>
- /// Gets or sets an OpenTK.Vector3 with the X, Y and Z components of this instance.
- /// </summary>
- [XmlIgnore]
- public Vector3 Xyz { get { return new Vector3(X, Y, Z); } set { X = value.X; Y = value.Y; Z = value.Z; } }
- #endregion
- #region Operators
- /// <summary>
- /// Adds two instances.
- /// </summary>
- /// <param name="left">The first instance.</param>
- /// <param name="right">The second instance.</param>
- /// <returns>The result of the calculation.</returns>
- public static Vector4 operator +(Vector4 left, Vector4 right)
- {
- left.X += right.X;
- left.Y += right.Y;
- left.Z += right.Z;
- left.W += right.W;
- return left;
- }
- /// <summary>
- /// Subtracts two instances.
- /// </summary>
- /// <param name="left">The first instance.</param>
- /// <param name="right">The second instance.</param>
- /// <returns>The result of the calculation.</returns>
- public static Vector4 operator -(Vector4 left, Vector4 right)
- {
- left.X -= right.X;
- left.Y -= right.Y;
- left.Z -= right.Z;
- left.W -= right.W;
- return left;
- }
- /// <summary>
- /// Negates an instance.
- /// </summary>
- /// <param name="vec">The instance.</param>
- /// <returns>The result of the calculation.</returns>
- public static Vector4 operator -(Vector4 vec)
- {
- vec.X = -vec.X;
- vec.Y = -vec.Y;
- vec.Z = -vec.Z;
- vec.W = -vec.W;
- return vec;
- }
- /// <summary>
- /// Multiplies an instance by a scalar.
- /// </summary>
- /// <param name="vec">The instance.</param>
- /// <param name="scale">The scalar.</param>
- /// <returns>The result of the calculation.</returns>
- public static Vector4 operator *(Vector4 vec, float scale)
- {
- vec.X *= scale;
- vec.Y *= scale;
- vec.Z *= scale;
- vec.W *= scale;
- return vec;
- }
- /// <summary>
- /// Multiplies an instance by a scalar.
- /// </summary>
- /// <param name="scale">The scalar.</param>
- /// <param name="vec">The instance.</param>
- /// <returns>The result of the calculation.</returns>
- public static Vector4 operator *(float scale, Vector4 vec)
- {
- vec.X *= scale;
- vec.Y *= scale;
- vec.Z *= scale;
- vec.W *= scale;
- return vec;
- }
- /// <summary>
- /// Divides an instance by a scalar.
- /// </summary>
- /// <param name="vec">The instance.</param>
- /// <param name="scale">The scalar.</param>
- /// <returns>The result of the calculation.</returns>
- public static Vector4 operator /(Vector4 vec, float scale)
- {
- float mult = 1.0f / scale;
- vec.X *= mult;
- vec.Y *= mult;
- vec.Z *= mult;
- vec.W *= mult;
- return vec;
- }
- /// <summary>
- /// Compares two instances for equality.
- /// </summary>
- /// <param name="left">The first instance.</param>
- /// <param name="right">The second instance.</param>
- /// <returns>True, if left equals right; false otherwise.</returns>
- public static bool operator ==(Vector4 left, Vector4 right)
- {
- return left.Equals(right);
- }
- /// <summary>
- /// Compares two instances for inequality.
- /// </summary>
- /// <param name="left">The first instance.</param>
- /// <param name="right">The second instance.</param>
- /// <returns>True, if left does not equa lright; false otherwise.</returns>
- public static bool operator !=(Vector4 left, Vector4 right)
- {
- return !left.Equals(right);
- }
- /// <summary>
- /// Returns a pointer to the first element of the specified instance.
- /// </summary>
- /// <param name="v">The instance.</param>
- /// <returns>A pointer to the first element of v.</returns>
- [CLSCompliant(false)]
- unsafe public static explicit operator float*(Vector4 v)
- {
- return &v.X;
- }
- /// <summary>
- /// Returns a pointer to the first element of the specified instance.
- /// </summary>
- /// <param name="v">The instance.</param>
- /// <returns>A pointer to the first element of v.</returns>
- public static explicit operator IntPtr(Vector4 v)
- {
- unsafe
- {
- return (IntPtr)(&v.X);
- }
- }
- #endregion
- #region Overrides
- #region public override string ToString()
- /// <summary>
- /// Returns a System.String that represents the current Vector4.
- /// </summary>
- /// <returns></returns>
- public override string ToString()
- {
- return String.Format("({0}, {1}, {2}, {3})", X, Y, Z, W);
- }
- #endregion
- #region public override int GetHashCode()
- /// <summary>
- /// Returns the hashcode for this instance.
- /// </summary>
- /// <returns>A System.Int32 containing the unique hashcode for this instance.</returns>
- public override int GetHashCode()
- {
- return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
- }
- #endregion
- #region public override bool Equals(object obj)
- /// <summary>
- /// Indicates whether this instance and a specified object are equal.
- /// </summary>
- /// <param name="obj">The object to compare to.</param>
- /// <returns>True if the instances are equal; false otherwise.</returns>
- public override bool Equals(object obj)
- {
- if (!(obj is Vector4))
- return false;
- return this.Equals((Vector4)obj);
- }
- #endregion
- #endregion
- #endregion
- #region IEquatable<Vector4> Members
- /// <summary>Indicates whether the current vector is equal to another vector.</summary>
- /// <param name="other">A vector to compare with this vector.</param>
- /// <returns>true if the current vector is equal to the vector parameter; otherwise, false.</returns>
- public bool Equals(Vector4 other)
- {
- return
- X == other.X &&
- Y == other.Y &&
- Z == other.Z &&
- W == other.W;
- }
- #endregion
- }
- }
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