/// <summary>
 ///     Returns if the angle is orthogonal.
 /// </summary>
 /// <param name="vector2">Extended SharpDX Vector2</param>
 /// <param name="toVector4">SharpDX Vector2</param>
 /// <returns>The <see cref="bool" />.</returns>
 public static bool IsOrthogonal(this Vector2 vector2, Vector4 toVector4)
 {
     return IsOrthogonal(vector2, toVector4.ToVector3());
 }
 /// <summary>
 ///     Returns the angle between two vectors.
 /// </summary>
 /// <param name="vector2">Extended SharpDX Vector2</param>
 /// <param name="toVector4">SharpDX Vector4</param>
 /// <returns>Angle between two vectors in float-units</returns>
 public static float AngleBetween(this Vector2 vector2, Vector4 toVector4)
 {
     return AngleBetween(vector2, toVector4.ToVector3());
 }
        public override bool HitTest(Ray rayWS, ref List<HitTestResult> hits)
        {
            LineGeometry3D lineGeometry3D;
            Viewport3DX viewport;

            if (this.Visibility == Visibility.Collapsed ||
                this.IsHitTestVisible == false ||
                (viewport = FindVisualAncestor<Viewport3DX>(this.renderHost as DependencyObject)) == null ||
                (lineGeometry3D = this.Geometry as LineGeometry3D) == null)
            {
                return false;
            }

            // revert unprojection; probably better: overloaded HitTest() for LineGeometryModel3D?
            var svpm = viewport.GetScreenViewProjectionMatrix();
            var smvpm = this.modelMatrix * svpm;
            var clickPoint4 = new Vector4(rayWS.Position + rayWS.Direction, 1);
            Vector4.Transform(ref clickPoint4, ref svpm, out clickPoint4);
            var clickPoint = clickPoint4.ToVector3();

            var result = new HitTestResult { IsValid = false, Distance = double.MaxValue };
            var maxDist = this.HitTestThickness;
            var lastDist = double.MaxValue;
            var index = 0;

            foreach (var line in lineGeometry3D.Lines)
            {
                var p0 = Vector3.TransformCoordinate(line.P0, smvpm);
                var p1 = Vector3.TransformCoordinate(line.P1, smvpm);
                Vector3 hitPoint;
                float t;

                var dist = LineBuilder.GetPointToLineDistance2D(ref clickPoint, ref p0, ref p1, out hitPoint, out t);
                if (dist < lastDist && dist <= maxDist)
                {
                    lastDist = dist;
                    Vector4 res;
                    var lp0 = line.P0;
                    Vector3.Transform(ref lp0, ref this.modelMatrix, out res);
                    lp0 = res.ToVector3();

                    var lp1 = line.P1;
                    Vector3.Transform(ref lp1, ref this.modelMatrix, out res);
                    lp1 = res.ToVector3();

                    var lv = lp1 - lp0;
                    var hitPointWS = lp0 + lv * t;
                    result.Distance = (rayWS.Position - hitPointWS).Length();
                    result.PointHit = hitPointWS.ToPoint3D();
                    result.ModelHit = this;
                    result.IsValid = true;
                    result.Tag = index; // ToDo: LineHitTag with additional info
                }

                index++;
            }

            if (result.IsValid)
            {
                hits.Add(result);
            }

            return result.IsValid;
        }
 /// <summary>
 /// Extension wrapper for Vector3.Distance method
 /// </summary>
 /// <param name="v1">First vector</param>
 /// <param name="v2">Second vector</param>
 /// <returns>The distance between two vectors</returns>
 public static float Distance3D(this Vector4 v1, Vector4 v2)
 {
     return Vector3.Distance(v1.ToVector3(), v2.ToVector3());
 }
 /// <summary>
 ///     Returns if the angle is orthogonal.
 /// </summary>
 /// <param name="vector3">Extended SharpDX Vector3</param>
 /// <param name="toVector4">SharpDX Vector2</param>
 /// <returns>Returns if the angle is orthogonal</returns>
 public static bool IsOrthogonal(Vector3 vector3, Vector4 toVector4)
 {
     return IsOrthogonal(vector3, toVector4.ToVector3());
 }
 /// <summary>
 ///     Extends a Vector3 to a Vector4.
 /// </summary>
 /// <param name="vector3">Extended SharpDX Vector3 (From)</param>
 /// <param name="toVector4">SharpDX Vector4 (To)</param>
 /// <param name="distance">Distance (float units)</param>
 /// <returns>Extended Vector3</returns>
 public static Vector3 Extend(this Vector3 vector3, Vector4 toVector4, float distance)
 {
     return vector3 + distance * (toVector4.ToVector3() - vector3).Normalized();
 }
 /// <summary>
 ///     Calculates the squared distance between two vectors.
 /// </summary>
 /// <param name="vector3">Extended SharpDX Vector3</param>
 /// <param name="toVector4">SharpDX Vector4</param>
 /// <returns>The squared distance between the two vectors.</returns>
 public static float DistanceSquared(this Vector3 vector3, Vector4 toVector4)
 {
     return Vector3.DistanceSquared(vector3, toVector4.ToVector3());
 }