public void Max(Vector4D _Op) { x = System.Math.Max(x, _Op.x); y = System.Math.Max(y, _Op.y); z = System.Math.Max(z, _Op.z); w = System.Math.Max(w, _Op.w); }
public Vector4D(Vector4D _Source) { Set(_Source); }
public void Set(Vector4D _Source) { x = _Source.x; y = _Source.y; }
public void Set(Vector4D _Source) { x = _Source.x; y = _Source.y; z = _Source.z; w = _Source.w; }
public void SetRow2(Vector4D _Row) { m[2, 0] = _Row.x; m[2, 1] = _Row.y; m[2, 2] = _Row.z; m[2, 3] = _Row.w; }
public void SetRow1(Vector4D _Row) { m[1, 0] = _Row.x; m[1, 1] = _Row.y; m[1, 2] = _Row.z; m[1, 3] = _Row.w; }
public void SetRow0(Vector4D _Row) { m[0, 0] = _Row.x; m[0, 1] = _Row.y; m[0, 2] = _Row.z; m[0, 3] = _Row.w; }
public void SetRow(int _dwRowIndex, Vector4D _Row) { m[_dwRowIndex, 0] = _Row.x; m[_dwRowIndex, 1] = _Row.y; m[_dwRowIndex, 2] = _Row.z; m[_dwRowIndex, 3] = _Row.w; }
public Point4D(Vector4D _Source) { Set(_Source); }