public void Sub(IVector4 v1, IVector4 v2) { ITuple4_Double _v1 = v1.AsTupleDouble(); ITuple4_Double _v2 = v2.AsTupleDouble(); this.Set(_v1.X - _v2.X, _v1.Y - _v2.Y, _v1.Z - _v2.Z, _v1.W - _v2.W); }
public void Sub(IPoint4 p1, IPoint4 p2) { ITuple4_Double _p1 = p1.AsTupleDouble(); ITuple4_Double _p2 = p2.AsTupleDouble(); this.Set(_p1.X - _p2.X, _p1.Y - _p2.Y, _p1.Z - _p2.Z, _p1.W - _p2.W); }
public void Sub(IPoint4 p, IVector4 v) { ITuple4_Double _p = p.AsTupleDouble(); ITuple4_Double _v = v.AsTupleDouble(); this.Set(_p.X - _v.X, _p.Y - _v.Y, _p.Z - _v.Z, _p.W - _v.W); }
public void SimpleMul(IVector4 v1, IVector4 v2) { ITuple4_Double _v1 = v1.AsTupleDouble(); ITuple4_Double _v2 = v2.AsTupleDouble(); this.Set(_v1.X * _v2.X, _v1.Y * _v2.Y, _v1.Z * _v2.Z, _v1.W * _v2.W); }
public void Add(IPoint4 p, IVector4 v) { ITuple4_Double _p = p.AsTupleDouble(); ITuple4_Double _v = v.AsTupleDouble(); this.Set(_p.X + _v.X, _p.Y + _v.Y, _p.Z + _v.Z, _p.W + _v.W); }
public void Add(IVector4 v1, IVector4 v2) { ITuple4_Double _v1 = v1.AsTupleDouble(); ITuple4_Double _v2 = v2.AsTupleDouble(); this.Set(_v1.X + _v2.X, _v1.Y + _v2.Y, _v1.Z + _v2.Z, _v1.W + _v2.W); }
public void ProjectTo(IPoint4 p1, IVector4 where) { ITuple4_Double _p1 = p1.AsTupleDouble(); BuffVector4d aux = new BuffVector4d(where); aux.ProjV(new Vector4d(_p1.X, _p1.Y, _p1.Z, _p1.W)); this.Set(aux.X, aux.Y, aux.Z, aux.W); }
public BuffVector4d(IVector4 other) { ITuple4_Double _other = other.AsTupleDouble(); this.x = _other.X; this.y = _other.Y; this.z = _other.Z; this.w = _other.W; }
public Point4d(IPoint4 p) { ITuple4_Double _p = p.AsTupleDouble(); this.X = _p.X; this.Y = _p.Y; this.Z = _p.Z; this.W = _p.W; }
public BuffPoint4d(IPoint4 other) { ITuple4_Double _other = other.AsTupleDouble(); this.x = _other.X; this.y = _other.Y; this.z = _other.Z; this.w = _other.W; }
public void Lineal(IPoint4 p2, double alpha, double beta) { ITuple4_Double _p2 = p2.AsTupleDouble(); this.Set(alpha * this.x + beta * _p2.X, alpha * this.y + beta * _p2.Y, alpha * this.z + beta * _p2.Z, alpha * this.w + beta * _p2.W); }
public void Lineal(IVector4 v2, double alpha, double beta) { ITuple4_Double _v2 = v2.AsTupleDouble(); this.Set(alpha * this.x + beta * _v2.X, alpha * this.y + beta * _v2.Y, alpha * this.z + beta * _v2.Z, alpha * this.w + beta * _v2.W); }
public Vector4d(IVector4 v) { ITuple4_Double _v = v.AsTupleDouble(); this.X = _v.X; this.Y = _v.Y; this.Z = _v.Z; this.W = _v.W; }
public void Lineal(IPoint4 p1, IPoint4 p2, double alpha, double beta) { ITuple4_Double _p1 = p1.AsTupleDouble(); ITuple4_Double _p2 = p2.AsTupleDouble(); this.Set(alpha * _p1.X + beta * _p2.X, alpha * _p1.Y + beta * _p2.Y, alpha * _p1.Z + beta * _p2.Z, alpha * _p1.W + beta * _p2.W); }
public static ITuple4_Double AsTupleDouble(this ITuple4 v) { ITuple4_Double ret = v as ITuple4_Double; if (ret != null) { return(ret); } return(VectorUtils.Convert <ITuple4_Double>(v)); }
public void Lineal(IVector4 v1, IVector4 v2, double alpha, double beta) { ITuple4_Double _v1 = v1.AsTupleDouble(); ITuple4_Double _v2 = v2.AsTupleDouble(); this.Set(alpha * _v1.X + beta * _v2.X, alpha * _v1.Y + beta * _v2.Y, alpha * _v1.Z + beta * _v2.Z, alpha * _v1.W + beta * _v2.W); }
public void Sub(IVector4 v2) { ITuple4_Double _v2 = v2.AsTupleDouble(); this.Set(this.x - _v2.X, this.y - _v2.Y, this.z - _v2.Z, this.w - _v2.W); }
public double Dot(IVector4 v2) { ITuple4_Double _v2 = v2.AsTupleDouble(); return(this.X * _v2.X + this.Y * _v2.Y + this.Z * _v2.Z + this.W * _v2.W); }
public bool Equals(IVector4 other) { ITuple4_Double _other = other.AsTupleDouble(); return(this.Equals(_other.X, _other.Y, _other.Z, _other.W)); }
public bool EpsilonEquals(IVector4 other, double epsilon = EPSILON) { ITuple4_Double _other = other.AsTupleDouble(); return(this.EpsilonEquals(_other.X, _other.Y, _other.Z, _other.W, epsilon)); }
public void Sub(IVector4 v) { ITuple4_Double _v = v.AsTupleDouble(); this.Set(this.x - _v.X, this.y - _v.Y, this.z - _v.Z, this.w - _v.W); }
public void Neg(IVector4 v1) { ITuple4_Double _v1 = v1.AsTupleDouble(); this.Set(-_v1.X, -_v1.Y, -_v1.Z, -_v1.W); }
public void Abs(IVector4 v1) { ITuple4_Double _v1 = v1.AsTupleDouble(); this.Set(Math.Abs(_v1.X), Math.Abs(_v1.Y), Math.Abs(_v1.Z), Math.Abs(_v1.W)); }
public void SimpleMul(IVector4 v2) { ITuple4_Double _v2 = v2.AsTupleDouble(); this.Set(this.x * _v2.X, this.y * _v2.Y, this.z * _v2.Z, this.w * _v2.W); }
public void Set(ITuple4 tuple) { ITuple4_Double _tuple = tuple.AsTupleDouble(); this.Set(_tuple.X, _tuple.Y, _tuple.Z, _tuple.W); }
public void Div(IVector4 v1, double c) { ITuple4_Double _v1 = v1.AsTupleDouble(); this.Set(_v1.X / c, _v1.Y / c, _v1.Z / c, _v1.W / c); }
public void Mul(IVector4 v1, double c) { ITuple4_Double _v1 = v1.AsTupleDouble(); this.Set(_v1.X * c, _v1.Y * c, _v1.Z * c, _v1.W * c); }
public double Dot(IVector4 v2) { ITuple4_Double _v2 = v2.AsTupleDouble(); return(this.x * _v2.X + this.y * _v2.Y + this.z * _v2.Z + this.w * _v2.W); }
public void Add(IVector4 v2) { ITuple4_Double _v2 = v2.AsTupleDouble(); this.Set(this.x + _v2.X, this.y + _v2.Y, this.z + _v2.Z, this.w + _v2.W); }
public void Add(IVector4 v) { ITuple4_Double _v = v.AsTupleDouble(); this.Set(this.x + _v.X, this.y + _v.Y, this.z + _v.Z, this.w + _v.W); }