#region License
#endregion
#region Using Statements
using
System;
using
System.ComponentModel;
using
System.Diagnostics;
using
Microsoft.Xna.Framework.Design;
#endregion
namespace
Microsoft.Xna.Framework
{
/// <summary>
/// Describes a 4D-vector.
/// </summary>
[Serializable]
[TypeConverter(
typeof
(Vector4Converter))]
[DebuggerDisplay(
"{DebugDisplayString,nq}"
)]
public
struct
Vector4 : IEquatable<Vector4>
{
#region Public Static Properties
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 0, 0, 0.
/// </summary>
public
static
Vector4 Zero
{
get
{
return
zero;
}
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 1, 1, 1, 1.
/// </summary>
public
static
Vector4 One
{
get
{
return
unit;
}
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 1, 0, 0, 0.
/// </summary>
public
static
Vector4 UnitX
{
get
{
return
unitX;
}
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 1, 0, 0.
/// </summary>
public
static
Vector4 UnitY
{
get
{
return
unitY;
}
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 0, 1, 0.
/// </summary>
public
static
Vector4 UnitZ
{
get
{
return
unitZ;
}
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 0, 0, 1.
/// </summary>
public
static
Vector4 UnitW
{
get
{
return
unitW;
}
}
#endregion
#region Internal Properties
internal
string
DebugDisplayString
{
get
{
return
string
.Concat(
X.ToString(),
" "
,
Y.ToString(),
" "
,
Z.ToString(),
" "
,
W.ToString()
);
}
}
#endregion
#region Public Fields
/// <summary>
/// The x coordinate of this <see cref="Vector4"/>.
/// </summary>
public
float
X;
/// <summary>
/// The y coordinate of this <see cref="Vector4"/>.
/// </summary>
public
float
Y;
/// <summary>
/// The z coordinate of this <see cref="Vector4"/>.
/// </summary>
public
float
Z;
/// <summary>
/// The w coordinate of this <see cref="Vector4"/>.
/// </summary>
public
float
W;
#endregion
#region Private Static Fields
private
static
Vector4 zero =
new
Vector4();
private
static
readonly
Vector4 unit =
new
Vector4(1f, 1f, 1f, 1f);
private
static
readonly
Vector4 unitX =
new
Vector4(1f, 0f, 0f, 0f);
private
static
readonly
Vector4 unitY =
new
Vector4(0f, 1f, 0f, 0f);
private
static
readonly
Vector4 unitZ =
new
Vector4(0f, 0f, 1f, 0f);
private
static
readonly
Vector4 unitW =
new
Vector4(0f, 0f, 0f, 1f);
#endregion
#region Public Constructors
/// <summary>
/// Constructs a 3d vector with X, Y, Z and W from four values.
/// </summary>
/// <param name="x">The x coordinate in 4d-space.</param>
/// <param name="y">The y coordinate in 4d-space.</param>
/// <param name="z">The z coordinate in 4d-space.</param>
/// <param name="w">The w coordinate in 4d-space.</param>
public
Vector4(
float
x,
float
y,
float
z,
float
w)
{
this
.X = x;
this
.Y = y;
this
.Z = z;
this
.W = w;
}
/// <summary>
/// Constructs a 3d vector with X and Z from <see cref="Vector2"/> and Z and W from the scalars.
/// </summary>
/// <param name="value">The x and y coordinates in 4d-space.</param>
/// <param name="z">The z coordinate in 4d-space.</param>
/// <param name="w">The w coordinate in 4d-space.</param>
public
Vector4(Vector2 value,
float
z,
float
w)
{
this
.X = value.X;
this
.Y = value.Y;
this
.Z = z;
this
.W = w;
}
/// <summary>
/// Constructs a 3d vector with X, Y, Z from <see cref="Vector3"/> and W from a scalar.
/// </summary>
/// <param name="value">The x, y and z coordinates in 4d-space.</param>
/// <param name="w">The w coordinate in 4d-space.</param>
public
Vector4(Vector3 value,
float
w)
{
this
.X = value.X;
this
.Y = value.Y;
this
.Z = value.Z;
this
.W = w;
}
/// <summary>
/// Constructs a 4d vector with X, Y, Z and W set to the same value.
/// </summary>
/// <param name="value">The x, y, z and w coordinates in 4d-space.</param>
public
Vector4(
float
value)
{
this
.X = value;
this
.Y = value;
this
.Z = value;
this
.W = value;
}
#endregion
#region Public Methods
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Object"/>.
/// </summary>
/// <param name="obj">The <see cref="Object"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public
override
bool
Equals(
object
obj)
{
return
(obj
is
Vector4) ?
this
== (Vector4) obj :
false
;
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Vector4"/>.
/// </summary>
/// <param name="other">The <see cref="Vector4"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public
bool
Equals(Vector4 other)
{
return
( (MathHelper.WithinEpsilon(
this
.W, other.W)) &&
(MathHelper.WithinEpsilon(
this
.X, other.X)) &&
(MathHelper.WithinEpsilon(
this
.Y, other.Y)) &&
(MathHelper.WithinEpsilon(
this
.Z, other.Z)) );
}
/// <summary>
/// Gets the hash code of this <see cref="Vector4"/>.
/// </summary>
/// <returns>Hash code of this <see cref="Vector4"/>.</returns>
public
override
int
GetHashCode()
{
return
(
int
) (
this
.W +
this
.X +
this
.Y +
this
.Y);
}
/// <summary>
/// Returns the length of this <see cref="Vector4"/>.
/// </summary>
/// <returns>The length of this <see cref="Vector4"/>.</returns>
public
float
Length()
{
float
result;
DistanceSquared(
ref
this
,
ref
zero,
out
result);
return
(
float
) Math.Sqrt(result);
}
/// <summary>
/// Returns the squared length of this <see cref="Vector4"/>.
/// </summary>
/// <returns>The squared length of this <see cref="Vector4"/>.</returns>
public
float
LengthSquared()
{
float
result;
DistanceSquared(
ref
this
,
ref
zero,
out
result);
return
result;
}
/// <summary>
/// Turns this <see cref="Vector4"/> to a unit vector with the same direction.
/// </summary>
public
void
Normalize()
{
Normalize(
ref
this
,
out
this
);
}
public
override
string
ToString()
{
return
(
"{X:"
+ X.ToString() +
" Y:"
+ Y.ToString() +
" Z:"
+ Z.ToString() +
" W:"
+ W.ToString() +
"}"
);
}
#endregion
#region Public Static Methods
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <returns>The result of the vector addition.</returns>
public
static
Vector4 Add(Vector4 value1, Vector4 value2)
{
value1.W += value2.W;
value1.X += value2.X;
value1.Y += value2.Y;
value1.Z += value2.Z;
return
value1;
}
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and
/// <paramref name="value2"/>, storing the result of the
/// addition in <paramref name="result"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <param name="result">The result of the vector addition.</param>
public
static
void
Add(
ref
Vector4 value1,
ref
Vector4 value2,
out
Vector4 result)
{
result.W = value1.W + value2.W;
result.X = value1.X + value2.X;
result.Y = value1.Y + value2.Y;
result.Z = value1.Z + value2.Z;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 4d-triangle.
/// </summary>
/// <param name="value1">The first vector of 4d-triangle.</param>
/// <param name="value2">The second vector of 4d-triangle.</param>
/// <param name="value3">The third vector of 4d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 4d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 4d-triangle.</param>
/// <returns>The cartesian translation of barycentric coordinates.</returns>
public
static
Vector4 Barycentric(
Vector4 value1,
Vector4 value2,
Vector4 value3,
float
amount1,
float
amount2
) {
return
new
Vector4(
MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 4d-triangle.
/// </summary>
/// <param name="value1">The first vector of 4d-triangle.</param>
/// <param name="value2">The second vector of 4d-triangle.</param>
/// <param name="value3">The third vector of 4d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 4d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 4d-triangle.</param>
/// <param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
public
static
void
Barycentric(
ref
Vector4 value1,
ref
Vector4 value2,
ref
Vector4 value3,
float
amount1,
float
amount2,
out
Vector4 result
) {
result.X = MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2);
result.Y = MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2);
result.Z = MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2);
result.W = MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The result of CatmullRom interpolation.</returns>
public
static
Vector4 CatmullRom(
Vector4 value1,
Vector4 value2,
Vector4 value3,
Vector4 value4,
float
amount
) {
return
new
Vector4(
MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The result of CatmullRom interpolation as an output parameter.</param>
public
static
void
CatmullRom(
ref
Vector4 value1,
ref
Vector4 value2,
ref
Vector4 value3,
ref
Vector4 value4,
float
amount,
out
Vector4 result
) {
result.X = MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount);
result.Y = MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount);
result.Z = MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount);
result.W = MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount);
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <returns>The clamped value.</returns>
public
static
Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max)
{
return
new
Vector4(
MathHelper.Clamp(value1.X, min.X, max.X),
MathHelper.Clamp(value1.Y, min.Y, max.Y),
MathHelper.Clamp(value1.Z, min.Z, max.Z),
MathHelper.Clamp(value1.W, min.W, max.W)
);
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <param name="result">The clamped value as an output parameter.</param>
public
static
void
Clamp(
ref
Vector4 value1,
ref
Vector4 min,
ref
Vector4 max,
out
Vector4 result
) {
result.X = MathHelper.Clamp(value1.X, min.X, max.X);
result.Y = MathHelper.Clamp(value1.Y, min.Y, max.Y);
result.Z = MathHelper.Clamp(value1.Z, min.Z, max.Z);
result.W = MathHelper.Clamp(value1.W, min.W, max.W);
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The distance between two vectors.</returns>
public
static
float
Distance(Vector4 value1, Vector4 value2)
{
return
(
float
) Math.Sqrt(DistanceSquared(value1, value2));
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The distance between two vectors as an output parameter.</param>
public
static
void
Distance(
ref
Vector4 value1,
ref
Vector4 value2,
out
float
result)
{
result = (
float
) Math.Sqrt(DistanceSquared(value1, value2));
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The squared distance between two vectors.</returns>
public
static
float
DistanceSquared(Vector4 value1, Vector4 value2)
{
return
(
(value1.W - value2.W) * (value1.W - value2.W) +
(value1.X - value2.X) * (value1.X - value2.X) +
(value1.Y - value2.Y) * (value1.Y - value2.Y) +
(value1.Z - value2.Z) * (value1.Z - value2.Z)
);
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The squared distance between two vectors as an output parameter.</param>
public
static
void
DistanceSquared(
ref
Vector4 value1,
ref
Vector4 value2,
out
float
result
) {
result = (
(value1.W - value2.W) * (value1.W - value2.W) +
(value1.X - value2.X) * (value1.X - value2.X) +
(value1.Y - value2.Y) * (value1.Y - value2.Y) +
(value1.Z - value2.Z) * (value1.Z - value2.Z)
);
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by the components of another <see cref="Vector4"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Divisor <see cref="Vector4"/>.</param>
/// <returns>The result of dividing the vectors.</returns>
public
static
Vector4 Divide(Vector4 value1, Vector4 value2)
{
value1.W /= value2.W;
value1.X /= value2.X;
value1.Y /= value2.Y;
value1.Z /= value2.Z;
return
value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public
static
Vector4 Divide(Vector4 value1,
float
divider)
{
float
factor = 1f / divider;
value1.W *= factor;
value1.X *= factor;
value1.Y *= factor;
value1.Z *= factor;
return
value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
public
static
void
Divide(
ref
Vector4 value1,
float
divider,
out
Vector4 result)
{
float
factor = 1f / divider;
result.W = value1.W * factor;
result.X = value1.X * factor;
result.Y = value1.Y * factor;
result.Z = value1.Z * factor;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by the components of another <see cref="Vector4"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Divisor <see cref="Vector4"/>.</param>
/// <param name="result">The result of dividing the vectors as an output parameter.</param>
public
static
void
Divide(
ref
Vector4 value1,
ref
Vector4 value2,
out
Vector4 result
) {
result.W = value1.W / value2.W;
result.X = value1.X / value2.X;
result.Y = value1.Y / value2.Y;
result.Z = value1.Z / value2.Z;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The dot product of two vectors.</returns>
public
static
float
Dot(Vector4 vector1, Vector4 vector2)
{
return
(
vector1.X * vector2.X +
vector1.Y * vector2.Y +
vector1.Z * vector2.Z +
vector1.W * vector2.W
);
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The dot product of two vectors as an output parameter.</param>
public
static
void
Dot(
ref
Vector4 vector1,
ref
Vector4 vector2,
out
float
result)
{
result = (
(vector1.X * vector2.X) +
(vector1.Y * vector2.Y) +
(vector1.Z * vector2.Z) +
(vector1.W * vector2.W)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The hermite spline interpolation vector.</returns>
public
static
Vector4 Hermite(
Vector4 value1,
Vector4 tangent1,
Vector4 value2,
Vector4 tangent2,
float
amount
) {
return
new
Vector4(
MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount),
MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount),
MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount),
MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The hermite spline interpolation vector as an output parameter.</param>
public
static
void
Hermite(
ref
Vector4 value1,
ref
Vector4 tangent1,
ref
Vector4 value2,
ref
Vector4 tangent2,
float
amount,
out
Vector4 result
) {
result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount);
result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <returns>The result of linear interpolation of the specified vectors.</returns>
public
static
Vector4 Lerp(Vector4 value1, Vector4 value2,
float
amount)
{
return
new
Vector4(
MathHelper.Lerp(value1.X, value2.X, amount),
MathHelper.Lerp(value1.Y, value2.Y, amount),
MathHelper.Lerp(value1.Z, value2.Z, amount),
MathHelper.Lerp(value1.W, value2.W, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
public
static
void
Lerp(
ref
Vector4 value1,
ref
Vector4 value2,
float
amount,
out
Vector4 result
) {
result.X = MathHelper.Lerp(value1.X, value2.X, amount);
result.Y = MathHelper.Lerp(value1.Y, value2.Y, amount);
result.Z = MathHelper.Lerp(value1.Z, value2.Z, amount);
result.W = MathHelper.Lerp(value1.W, value2.W, amount);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector4"/> with maximal values from the two vectors.</returns>
public
static
Vector4 Max(Vector4 value1, Vector4 value2)
{
return
new
Vector4(
MathHelper.Max(value1.X, value2.X),
MathHelper.Max(value1.Y, value2.Y),
MathHelper.Max(value1.Z, value2.Z),
MathHelper.Max(value1.W, value2.W)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector4"/> with maximal values from the two vectors as an output parameter.</param>
public
static
void
Max(
ref
Vector4 value1,
ref
Vector4 value2,
out
Vector4 result)
{
result.X = MathHelper.Max(value1.X, value2.X);
result.Y = MathHelper.Max(value1.Y, value2.Y);
result.Z = MathHelper.Max(value1.Z, value2.Z);
result.W = MathHelper.Max(value1.W, value2.W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector4"/> with minimal values from the two vectors.</returns>
public
static
Vector4 Min(Vector4 value1, Vector4 value2)
{
return
new
Vector4(
MathHelper.Min(value1.X, value2.X),
MathHelper.Min(value1.Y, value2.Y),
MathHelper.Min(value1.Z, value2.Z),
MathHelper.Min(value1.W, value2.W)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector4"/> with minimal values from the two vectors as an output parameter.</param>
public
static
void
Min(
ref
Vector4 value1,
ref
Vector4 value2,
out
Vector4 result)
{
result.X = MathHelper.Min(value1.X, value2.X);
result.Y = MathHelper.Min(value1.Y, value2.Y);
result.Z = MathHelper.Min(value1.Z, value2.Z);
result.W = MathHelper.Min(value1.W, value2.W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <returns>The result of the vector multiplication.</returns>
public
static
Vector4 Multiply(Vector4 value1, Vector4 value2)
{
value1.W *= value2.W;
value1.X *= value2.X;
value1.Y *= value2.Y;
value1.Z *= value2.Z;
return
value1;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of <see cref="Vector4"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <returns>The result of the vector multiplication with a scalar.</returns>
public
static
Vector4 Multiply(Vector4 value1,
float
scaleFactor)
{
value1.W *= scaleFactor;
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
value1.Z *= scaleFactor;
return
value1;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of <see cref="Vector4"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <param name="result">The result of the multiplication with a scalar as an output parameter.</param>
public
static
void
Multiply(
ref
Vector4 value1,
float
scaleFactor,
out
Vector4 result)
{
result.W = value1.W * scaleFactor;
result.X = value1.X * scaleFactor;
result.Y = value1.Y * scaleFactor;
result.Z = value1.Z * scaleFactor;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="result">The result of the vector multiplication as an output parameter.</param>
public
static
void
Multiply(
ref
Vector4 value1,
ref
Vector4 value2,
out
Vector4 result)
{
result.W = value1.W * value2.W;
result.X = value1.X * value2.X;
result.Y = value1.Y * value2.Y;
result.Z = value1.Z * value2.Z;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <returns>The result of the vector inversion.</returns>
public
static
Vector4 Negate(Vector4 value)
{
value =
new
Vector4(-value.X, -value.Y, -value.Z, -value.W);
return
value;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="result">The result of the vector inversion as an output parameter.</param>
public
static
void
Negate(
ref
Vector4 value,
out
Vector4 result)
{
result.X = -value.X;
result.Y = -value.Y;
result.Z = -value.Z;
result.W = -value.W;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <returns>Unit vector.</returns>
public
static
Vector4 Normalize(Vector4 vector)
{
Normalize(
ref
vector,
out
vector);
return
vector;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="result">Unit vector as an output parameter.</param>
public
static
void
Normalize(
ref
Vector4 vector,
out
Vector4 result)
{
float
factor;
DistanceSquared(
ref
vector,
ref
zero,
out
factor);
factor = 1f / (
float
) Math.Sqrt(factor);
result.W = vector.W * factor;
result.X = vector.X * factor;
result.Y = vector.Y * factor;
result.Z = vector.Z * factor;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <returns>Cubic interpolation of the specified vectors.</returns>
public
static
Vector4 SmoothStep(Vector4 value1, Vector4 value2,
float
amount)
{
return
new
Vector4(
MathHelper.SmoothStep(value1.X, value2.X, amount),
MathHelper.SmoothStep(value1.Y, value2.Y, amount),
MathHelper.SmoothStep(value1.Z, value2.Z, amount),
MathHelper.SmoothStep(value1.W, value2.W, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <param name="result">Cubic interpolation of the specified vectors as an output parameter.</param>
public
static
void
SmoothStep(
ref
Vector4 value1,
ref
Vector4 value2,
float
amount,
out
Vector4 result
) {
result.X = MathHelper.SmoothStep(value1.X, value2.X, amount);
result.Y = MathHelper.SmoothStep(value1.Y, value2.Y, amount);
result.Z = MathHelper.SmoothStep(value1.Z, value2.Z, amount);
result.W = MathHelper.SmoothStep(value1.W, value2.W, amount);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains subtraction of on <see cref="Vector4"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <returns>The result of the vector subtraction.</returns>
public
static
Vector4 Subtract(Vector4 value1, Vector4 value2)
{
value1.W -= value2.W;
value1.X -= value2.X;
value1.Y -= value2.Y;
value1.Z -= value2.Z;
return
value1;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains subtraction of on <see cref="Vector4"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="result">The result of the vector subtraction as an output parameter.</param>
public
static
void
Subtract(
ref
Vector4 value1,
ref
Vector4 value2,
out
Vector4 result)
{
result.W = value1.W - value2.W;
result.X = value1.X - value2.X;
result.Y = value1.Y - value2.Y;
result.Z = value1.Z - value2.Z;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public
static
Vector4 Transform(Vector2 position, Matrix matrix)
{
Vector4 result;
Transform(
ref
position,
ref
matrix,
out
result);
return
result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public
static
Vector4 Transform(Vector3 position, Matrix matrix)
{
Vector4 result;
Transform(
ref
position,
ref
matrix,
out
result);
return
result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public
static
Vector4 Transform(Vector4 vector, Matrix matrix)
{
Transform(
ref
vector,
ref
matrix,
out
vector);
return
vector;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public
static
void
Transform(
ref
Vector2 position,
ref
Matrix matrix,
out
Vector4 result)
{
result =
new
Vector4(
(position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41,
(position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42,
(position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43,
(position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public
static
void
Transform(
ref
Vector3 position,
ref
Matrix matrix,
out
Vector4 result)
{
float
x = (
(position.X * matrix.M11) +
(position.Y * matrix.M21) +
(position.Z * matrix.M31) +
matrix.M41
);
float
y = (
(position.X * matrix.M12) +
(position.Y * matrix.M22) +
(position.Z * matrix.M32) +
matrix.M42
);
float
z = (
(position.X * matrix.M13) +
(position.Y * matrix.M23) +
(position.Z * matrix.M33) +
matrix.M43
);
float
w = (
(position.X * matrix.M14) +
(position.Y * matrix.M24) +
(position.Z * matrix.M34) +
matrix.M44
);
result.X = x;
result.Y = y;
result.Z = z;
result.W = w;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Matrix"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public
static
void
Transform(
ref
Vector4 vector,
ref
Matrix matrix,
out
Vector4 result)
{
float
x = (
(vector.X * matrix.M11) +
(vector.Y * matrix.M21) +
(vector.Z * matrix.M31) +
(vector.W * matrix.M41)
);
float
y = (
(vector.X * matrix.M12) +
(vector.Y * matrix.M22) +
(vector.Z * matrix.M32) +
(vector.W * matrix.M42)
);
float
z = (
(vector.X * matrix.M13) +
(vector.Y * matrix.M23) +
(vector.Z * matrix.M33) +
(vector.W * matrix.M43)
);
float
w = (
(vector.X * matrix.M14) +
(vector.Y * matrix.M24) +
(vector.Z * matrix.M34) +
(vector.W * matrix.M44)
);
result.X = x;
result.Y = y;
result.Z = z;
result.W = w;
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector4"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
public
static
void
Transform(
Vector4[] sourceArray,
ref
Matrix matrix,
Vector4[] destinationArray
) {
if
(sourceArray ==
null
)
{
throw
new
ArgumentNullException(
"sourceArray"
);
}
if
(destinationArray ==
null
)
{
throw
new
ArgumentNullException(
"destinationArray"
);
}
if
(destinationArray.Length < sourceArray.Length)
{
throw
new
ArgumentException(
"destinationArray is too small to contain the result."
);
}
for
(
int
i = 0; i < sourceArray.Length; i += 1)
{
Transform(
ref
sourceArray[i],
ref
matrix,
out
destinationArray[i]
);
}
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector4"/> by the specified <see cref="Matrix"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix"/>.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector4"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public
static
void
Transform(
Vector4[] sourceArray,
int
sourceIndex,
ref
Matrix matrix,
Vector4[] destinationArray,
int
destinationIndex,
int
length
) {
if
(sourceArray ==
null
)
{
throw
new
ArgumentNullException(
"sourceArray"
);
}
if
(destinationArray ==
null
)
{
throw
new
ArgumentNullException(
"destinationArray"
);
}
if
(destinationIndex + length > destinationArray.Length)
{
throw
new
ArgumentException(
"destinationArray is too small to contain the result."
);
}
if
(sourceIndex + length > sourceArray.Length)
{
throw
new
ArgumentException(
"The combination of sourceIndex and length was greater than sourceArray.Length."
);
}
for
(
int
i = 0; i < length; i += 1)
{
Transform(
ref
sourceArray[i + sourceIndex],
ref
matrix,
out
destinationArray[i + destinationIndex]
);
}
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public
static
Vector4 Transform(Vector2 value, Quaternion rotation)
{
Vector4 result;
Transform(
ref
value,
ref
rotation,
out
result);
return
result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public
static
Vector4 Transform(Vector3 value, Quaternion rotation)
{
Vector4 result;
Transform(
ref
value,
ref
rotation,
out
result);
return
result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public
static
Vector4 Transform(Vector4 value, Quaternion rotation)
{
Vector4 result;
Transform(
ref
value,
ref
rotation,
out
result);
return
result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public
static
void
Transform(
ref
Vector2 value,
ref
Quaternion rotation,
out
Vector4 result
) {
double
xx = rotation.X + rotation.X;
double
yy = rotation.Y + rotation.Y;
double
zz = rotation.Z + rotation.Z;
double
wxx = rotation.W * xx;
double
wyy = rotation.W * yy;
double
wzz = rotation.W * zz;
double
xxx = rotation.X * xx;
double
xyy = rotation.X * yy;
double
xzz = rotation.X * zz;
double
yyy = rotation.Y * yy;
double
yzz = rotation.Y * zz;
double
zzz = rotation.Z * zz;
result.X = (
float
) (
(
double
) value.X * (1.0 - yyy - zzz) +
(
double
) value.Y * (xyy - wzz)
);
result.Y = (
float
) (
(
double
) value.X * (xyy + wzz) +
(
double
) value.Y * (1.0 - xxx - zzz)
);
result.Z = (
float
) (
(
double
) value.X * (xzz - wyy) +
(
double
) value.Y * (yzz + wxx)
);
result.W = 1.0f;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public
static
void
Transform(
ref
Vector3 value,
ref
Quaternion rotation,
out
Vector4 result
) {
double
xx = rotation.X + rotation.X;
double
yy = rotation.Y + rotation.Y;
double
zz = rotation.Z + rotation.Z;
double
wxx = rotation.W * xx;
double
wyy = rotation.W * yy;
double
wzz = rotation.W * zz;
double
xxx = rotation.X * xx;
double
xyy = rotation.X * yy;
double
xzz = rotation.X * zz;
double
yyy = rotation.Y * yy;
double
yzz = rotation.Y * zz;
double
zzz = rotation.Z * zz;
result.X = (
float
) (
(
double
) value.X * (1.0 - yyy - zzz) +
(
double
) value.Y * (xyy - wzz) +
(
double
) value.Z * (xzz + wyy)
);
result.Y = (
float
) (
(
double
) value.X * (xyy + wzz) +
(
double
) value.Y * (1.0 - xxx - zzz) +
(
double
) value.Z * (yzz - wxx)
);
result.Z = (
float
) (
(
double
) value.X * (xzz - wyy) +
(
double
) value.Y * (yzz + wxx) +
(
double
) value.Z * (1.0 - xxx - yyy)
);
result.W = 1.0f;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public
static
void
Transform(
ref
Vector4 value,
ref
Quaternion rotation,
out
Vector4 result
) {
double
xx = rotation.X + rotation.X;
double
yy = rotation.Y + rotation.Y;
double
zz = rotation.Z + rotation.Z;
double
wxx = rotation.W * xx;
double
wyy = rotation.W * yy;
double
wzz = rotation.W * zz;
double
xxx = rotation.X * xx;
double
xyy = rotation.X * yy;
double
xzz = rotation.X * zz;
double
yyy = rotation.Y * yy;
double
yzz = rotation.Y * zz;
double
zzz = rotation.Z * zz;
result.X = (
float
) (
(
double
) value.X * (1.0 - yyy - zzz) +
(
double
) value.Y * (xyy - wzz) +
(
double
) value.Z * (xzz + wyy)
);
result.Y = (
float
) (
(
double
) value.X * (xyy + wzz) +
(
double
) value.Y * (1.0 - xxx - zzz) +
(
double
) value.Z * (yzz - wxx)
);
result.Z = (
float
) (
(
double
) value.X * (xzz - wyy) +
(
double
) value.Y * (yzz + wxx) +
(
double
) value.Z * (1.0 - xxx - yyy)
);
result.W = value.W;
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector4"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
public
static
void
Transform(
Vector4[] sourceArray,
ref
Quaternion rotation,
Vector4[] destinationArray
) {
if
(sourceArray ==
null
)
{
throw
new
ArgumentException(
"sourceArray"
);
}
if
(destinationArray ==
null
)
{
throw
new
ArgumentException(
"destinationArray"
);
}
if
(destinationArray.Length < sourceArray.Length)
{
throw
new
ArgumentException(
"destinationArray is too small to contain the result."
);
}
for
(
int
i = 0; i < sourceArray.Length; i += 1)
{
Transform(
ref
sourceArray[i],
ref
rotation,
out
destinationArray[i]
);
}
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector4"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector4"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public
static
void
Transform(
Vector4[] sourceArray,
int
sourceIndex,
ref
Quaternion rotation,
Vector4[] destinationArray,
int
destinationIndex,
int
length
) {
if
(sourceArray ==
null
)
{
throw
new
ArgumentException(
"sourceArray"
);
}
if
(destinationArray ==
null
)
{
throw
new
ArgumentException(
"destinationArray"
);
}
if
(destinationIndex + length > destinationArray.Length)
{
throw
new
ArgumentException(
"destinationArray is too small to contain the result."
);
}
if
(sourceIndex + length > sourceArray.Length)
{
throw
new
ArgumentException(
"The combination of sourceIndex and length was greater than sourceArray.Length."
);
}
for
(
int
i = 0; i < length; i += 1)
{
Transform(
ref
sourceArray[i + sourceIndex],
ref
rotation,
out
destinationArray[i + destinationIndex]
);
}
}
#endregion
#region Public Static Operators
public
static
Vector4
operator
-(Vector4 value)
{
return
new
Vector4(-value.X, -value.Y, -value.Z, -value.W);
}
public
static
bool
operator
==(Vector4 value1, Vector4 value2)
{
return
( (MathHelper.WithinEpsilon(value1.W, value2.W)) &&
(MathHelper.WithinEpsilon(value1.X, value2.X)) &&
(MathHelper.WithinEpsilon(value1.Y, value2.Y)) &&
(MathHelper.WithinEpsilon(value1.Z, value2.Z)) );
}
public
static
bool
operator
!=(Vector4 value1, Vector4 value2)
{
return
!(value1 == value2);
}
public
static
Vector4
operator
+(Vector4 value1, Vector4 value2)
{
value1.W += value2.W;
value1.X += value2.X;
value1.Y += value2.Y;
value1.Z += value2.Z;
return
value1;
}
public
static
Vector4
operator
-(Vector4 value1, Vector4 value2)
{
value1.W -= value2.W;
value1.X -= value2.X;
value1.Y -= value2.Y;
value1.Z -= value2.Z;
return
value1;
}
public
static
Vector4
operator
*(Vector4 value1, Vector4 value2)
{
value1.W *= value2.W;
value1.X *= value2.X;
value1.Y *= value2.Y;
value1.Z *= value2.Z;
return
value1;
}
public
static
Vector4
operator
*(Vector4 value1,
float
scaleFactor)
{
value1.W *= scaleFactor;
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
value1.Z *= scaleFactor;
return
value1;
}
public
static
Vector4
operator
*(
float
scaleFactor, Vector4 value1)
{
value1.W *= scaleFactor;
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
value1.Z *= scaleFactor;
return
value1;
}
public
static
Vector4
operator
/(Vector4 value1, Vector4 value2)
{
value1.W /= value2.W;
value1.X /= value2.X;
value1.Y /= value2.Y;
value1.Z /= value2.Z;
return
value1;
}
public
static
Vector4
operator
/(Vector4 value1,
float
divider)
{
float
factor = 1f / divider;
value1.W *= factor;
value1.X *= factor;
value1.Y *= factor;
value1.Z *= factor;
return
value1;
}
#endregion
}
}