/// <summary> /// Adds to vectors. /// </summary> /// <param name="value1">The first vector.</param> /// <param name="value2">The second vector.</param> /// <param name="result">The sum of both vectors.</param> public static void Add(ref FixVector4 value1, ref FixVector4 value2, out FixVector4 result) { result.x = value1.x + value2.x; result.y = value1.y + value2.y; result.z = value1.z + value2.z; result.w = value1.w + value2.w; }
/// <summary> /// Multiply a vector with a factor. /// </summary> /// <param name="value1">The vector to multiply.</param> /// <param name="scaleFactor">The scale factor.</param> /// <param name="result">Returns the multiplied vector.</param> public static void Multiply(ref FixVector4 value1, Fix64 scaleFactor, out FixVector4 result) { result.x = value1.x * scaleFactor; result.y = value1.y * scaleFactor; result.z = value1.z * scaleFactor; result.w = value1.w * scaleFactor; }
/// <summary> /// Divides a vector by a factor. /// </summary> /// <param name="value1">The vector to divide.</param> /// <param name="scaleFactor">The scale factor.</param> /// <param name="result">Returns the scaled vector.</param> public static void Divide(ref FixVector4 value1, Fix64 scaleFactor, out FixVector4 result) { result.x = value1.x / scaleFactor; result.y = value1.y / scaleFactor; result.z = value1.z / scaleFactor; result.w = value1.w / scaleFactor; }
/// <summary> /// Gets a vector with the maximum x,y and z values of both vectors. /// </summary> /// <param name="value1">The first value.</param> /// <param name="value2">The second value.</param> /// <param name="result">A vector with the maximum x,y and z values of both vectors.</param> public static void Max(ref FixVector4 value1, ref FixVector4 value2, out FixVector4 result) { result.x = (value1.x > value2.x) ? value1.x : value2.x; result.y = (value1.y > value2.y) ? value1.y : value2.y; result.z = (value1.z > value2.z) ? value1.z : value2.z; result.w = (value1.w > value2.w) ? value1.w : value2.w; }
/// <summary> /// Subtracts to vectors. /// </summary> /// <param name="value1">The first vector.</param> /// <param name="value2">The second vector.</param> /// <param name="result">The difference of both vectors.</param> public static void Subtract(ref FixVector4 value1, ref FixVector4 value2, out FixVector4 result) { result.x = value1.x - value2.x; result.y = value1.y - value2.y; result.z = value1.z - value2.z; result.w = value1.w - value2.w; }
/// <summary> /// Inverses the direction of a vector. /// </summary> /// <param name="value">The vector to inverse.</param> /// <param name="result">The negated vector.</param> public static void Negate(ref FixVector4 value, out FixVector4 result) { result.x = -value.x; result.y = -value.y; result.z = -value.z; result.w = -value.w; }
public static void Transform(ref FixVector4 vector, ref FixMatrix4x4 matrix, out FixVector4 result) { result.x = vector.x * matrix.M11 + vector.y * matrix.M12 + vector.z * matrix.M13 + vector.w * matrix.M14; result.y = vector.x * matrix.M21 + vector.y * matrix.M22 + vector.z * matrix.M23 + vector.w * matrix.M24; result.z = vector.x * matrix.M31 + vector.y * matrix.M32 + vector.z * matrix.M33 + vector.w * matrix.M34; result.w = vector.x * matrix.M41 + vector.y * matrix.M42 + vector.z * matrix.M43 + vector.w * matrix.M44; }
/// <summary> /// Multiplies each component of the vector by the same components of the provided vector. /// </summary> public void Scale(FixVector4 other) { this.x = x * other.x; this.y = y * other.y; this.z = z * other.z; this.w = w * other.w; }
static FixVector4() { one = new FixVector4(1, 1, 1, 1); zero = new FixVector4(0, 0, 0, 0); MinValue = new FixVector4(Fix64.MinValue); MaxValue = new FixVector4(Fix64.MaxValue); InternalZero = zero; }
/// <summary> /// Normalizes the given vector. /// </summary> /// <param name="value">The vector which should be normalized.</param> /// <param name="result">A normalized vector.</param> public static void Normalize(ref FixVector4 value, out FixVector4 result) { Fix64 num2 = ((value.x * value.x) + (value.y * value.y)) + (value.z * value.z) + (value.w * value.w); Fix64 num = Fix64.One / Fix64.Sqrt(num2); result.x = value.x * num; result.y = value.y * num; result.z = value.z * num; result.w = value.w * num; }
/// <summary> /// Tests if an object is equal to this vector. /// </summary> /// <param name="obj">The object to test.</param> /// <returns>Returns true if they are euqal, otherwise false.</returns> #region public override bool Equals(object obj) public override bool Equals(object obj) { if (!(obj is FixVector4)) { return(false); } FixVector4 other = (FixVector4)obj; return(((x == other.x) && (y == other.y)) && (z == other.z) && (w == other.w)); }
/// <summary> /// Multiplies each component of the vector by the same components of the provided vector. /// </summary> public static FixVector4 Scale(FixVector4 vecA, FixVector4 vecB) { FixVector4 result; result.x = vecA.x * vecB.x; result.y = vecA.y * vecB.y; result.z = vecA.z * vecB.z; result.w = vecA.w * vecB.w; return(result); }
/// <summary> /// Swaps the components of both vectors. /// </summary> /// <param name="vector1">The first vector to swap with the second.</param> /// <param name="vector2">The second vector to swap with the first.</param> public static void Swap(ref FixVector4 vector1, ref FixVector4 vector2) { Fix64 temp; temp = vector1.x; vector1.x = vector2.x; vector2.x = temp; temp = vector1.y; vector1.y = vector2.y; vector2.y = temp; temp = vector1.z; vector1.z = vector2.z; vector2.z = temp; temp = vector1.w; vector1.w = vector2.w; vector2.w = temp; }
/// <summary> /// Calculates the dot product of two vectors. /// </summary> /// <param name="value1">The first vector.</param> /// <param name="value2">The second vector.</param> /// <returns>Returns the dot product of both.</returns> #region public static Fix64 operator *(JVector value1, JVector value2) public static Fix64 operator *(FixVector4 value1, FixVector4 value2) { return(FixVector4.Dot(ref value1, ref value2)); }
/// <summary> /// Normalizes the given vector. /// </summary> /// <param name="value">The vector which should be normalized.</param> /// <returns>A normalized vector.</returns> #region public static JVector Normalize(JVector value) public static FixVector4 Normalize(FixVector4 value) { FixVector4.Normalize(ref value, out FixVector4 result); return(result); }
/// <summary> /// Inverses the direction of a vector. /// </summary> /// <param name="value">The vector to inverse.</param> /// <returns>The negated vector.</returns> public static FixVector4 Negate(FixVector4 value) { FixVector4.Negate(ref value, out FixVector4 result); return(result); }
public static Fix64 Distance(FixVector4 v1, FixVector4 v2) { return(Fix64.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z) + (v1.w - v2.w) * (v1.w - v2.w))); }
/// <summary> /// Subtracts two vectors. /// </summary> /// <param name="value1">The first vector.</param> /// <param name="value2">The second vector.</param> /// <returns>The difference of both vectors.</returns> #region public static JVector Subtract(JVector value1, JVector value2) public static FixVector4 Subtract(FixVector4 value1, FixVector4 value2) { FixVector4.Subtract(ref value1, ref value2, out FixVector4 result); return(result); }
/// <summary> /// Transforms a vector by the given matrix. /// </summary> /// <param name="position">The vector to transform.</param> /// <param name="matrix">The transform matrix.</param> /// <returns>The transformed vector.</returns> #region public static JVector Transform(JVector position, JMatrix matrix) public static FixVector4 Transform(FixVector4 position, FixMatrix4x4 matrix) { FixVector4.Transform(ref position, ref matrix, out FixVector4 result); return(result); }
/// <summary> /// Multiply a vector with a factor. /// </summary> /// <param name="value1">The vector to multiply.</param> /// <param name="scaleFactor">The scale factor.</param> /// <returns>Returns the multiplied vector.</returns> #region public static JVector Multiply(JVector value1, Fix64 scaleFactor) public static FixVector4 Multiply(FixVector4 value1, Fix64 scaleFactor) { FixVector4.Multiply(ref value1, scaleFactor, out FixVector4 result); return(result); }
/// <summary> /// Adds two vectors. /// </summary> /// <param name="value1">The first vector.</param> /// <param name="value2">The second vector.</param> /// <returns>The sum of both vectors.</returns> #region public static void Add(JVector value1, JVector value2) public static FixVector4 Add(FixVector4 value1, FixVector4 value2) { FixVector4.Add(ref value1, ref value2, out FixVector4 result); return(result); }
/// <summary> /// Calculates the dot product of both vectors. /// </summary> /// <param name="vector1">The first vector.</param> /// <param name="vector2">The second vector.</param> /// <returns>Returns the dot product of both vectors.</returns> public static Fix64 Dot(ref FixVector4 vector1, ref FixVector4 vector2) { return(((vector1.x * vector2.x) + (vector1.y * vector2.y)) + (vector1.z * vector2.z) + (vector1.w * vector2.w)); }
/// <summary> /// Calculates the dot product of two vectors. /// </summary> /// <param name="vector1">The first vector.</param> /// <param name="vector2">The second vector.</param> /// <returns>Returns the dot product of both vectors.</returns> #region public static Fix64 Dot(JVector vector1, JVector vector2) public static Fix64 Dot(FixVector4 vector1, FixVector4 vector2) { return(FixVector4.Dot(ref vector1, ref vector2)); }
/// <summary> /// Divides a vector by a factor. /// </summary> /// <param name="value1">The vector to divide.</param> /// <param name="scaleFactor">The scale factor.</param> /// <returns>Returns the scaled vector.</returns> public static FixVector4 Divide(FixVector4 value1, Fix64 scaleFactor) { FixVector4.Divide(ref value1, scaleFactor, out FixVector4 result); return(result); }
public static FixVector4 Lerp(FixVector4 from, FixVector4 to, Fix64 percent) { return(from + (to - from) * percent); }
public static FixVector4 Abs(FixVector4 other) { return(new FixVector4(Fix64.Abs(other.x), Fix64.Abs(other.y), Fix64.Abs(other.z), Fix64.Abs(other.z))); }
public static FixVector4 ClampMagnitude(FixVector4 vector, Fix64 maxLength) { return(Normalize(vector) * maxLength); }