public Vector4D(Point4D _Source) { Set(_Source); }
public void SetTrans(Point4D _Trans) { m[3, 0] = _Trans.x; m[3, 1] = _Trans.y; m[3, 2] = _Trans.z; m[3, 3] = _Trans.w; }
public void Set(Point4D _Source) { x = _Source.x; y = _Source.y; z = _Source.z; w = _Source.w; }
public Point4D(Point4D _Source) { Set(_Source); }
public float3(Point4D _Source) { Set(_Source); }
public void Min(Point4D _Op) { x = System.Math.Min(x, _Op.x); y = System.Math.Min(y, _Op.y); z = System.Math.Min(z, _Op.z); w = System.Math.Min(w, _Op.w); }
public void Max(Point4D _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 float3( Point4D _Source ) { Set( _Source ); }
public void SetTrans( Point4D _Trans ) { m[3, 0] = _Trans.x; m[3, 1] = _Trans.y; m[3, 2] = _Trans.z; m[3, 3] = _Trans.w; }
public void Set( Point4D _Source ) { x = _Source.x; y = _Source.y; z = _Source.z; }
public Vector4D( Point4D _Source ) { Set( _Source ); }
public Point4D( Point4D _Source ) { Set( _Source ); }
public void Min( Point4D _Op ) { x = System.Math.Min( x, _Op.x ); y = System.Math.Min( y, _Op.y ); z = System.Math.Min( z, _Op.z ); w = System.Math.Min( w, _Op.w ); }
public void Max( Point4D _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 ); }