/// <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 FPVector4 value, out FPVector4 result)
 {
     result.x = -value.x;
     result.y = -value.y;
     result.z = -value.z;
     result.w = -value.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 FPVector4 value1, ref FPVector4 value2, out FPVector4 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>
        /// <returns>The negated vector.</returns>
        public static FPVector4 Negate(FPVector4 value)
        {
            FPVector4 result;

            FPVector4.Negate(ref value, out result);
            return(result);
        }
 /// <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 FPVector4 value1, FP scaleFactor, out FPVector4 result)
 {
     result.x = value1.x / scaleFactor;
     result.y = value1.y / scaleFactor;
     result.z = value1.z / scaleFactor;
     result.w = value1.w / scaleFactor;
 }
        /// <summary>
        /// Multiplies a vector by a scale factor.
        /// </summary>
        /// <param name="value2">The vector to scale.</param>
        /// <param name="value1">The scale factor.</param>
        /// <returns>Returns the scaled vector.</returns>
        #region public static JVector operator *(FP value1, JVector value2)
        public static FPVector4 operator *(FP value1, FPVector4 value2)
        {
            FPVector4 result;

            FPVector4.Multiply(ref value2, value1, out result);
            return(result);
        }
 /// <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 FPVector4 value1, ref FPVector4 value2, out FPVector4 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>
        /// 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 FPVector4 Divide(FPVector4 value1, FP scaleFactor)
        {
            FPVector4 result;

            FPVector4.Divide(ref value1, scaleFactor, out result);
            return(result);
        }
 public static void Transform(ref FPVector4 vector, ref FPMatrix4x4 matrix, out FPVector4 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>
        /// 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 FPVector4 Add(FPVector4 value1, FPVector4 value2)
        {
            FPVector4 result;

            FPVector4.Add(ref value1, ref value2, out result);
            return(result);
        }
        public static FPVector4 Transform(FPVector position, FPMatrix4x4 matrix)
        {
            FPVector4 result;

            FPVector4.Transform(ref position, ref matrix, out result);
            return(result);
        }
 /// <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 FPVector4 value1, ref FPVector4 value2, out FPVector4 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;
 }
        /**
         *  @brief Transform a direction from world space to local space.
         **/
        public FPVector4 InverseTransformDirection(FPVector4 direction)
        {
            Debug.Assert(direction.w == FP.Zero);
            FPMatrix4x4 matrix = FPMatrix4x4.Translate(position) * FPMatrix4x4.Rotate(rotation);

            return(FPVector4.Transform(direction, FPMatrix4x4.Inverse(matrix)));
        }
        /// <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 FPVector4 Normalize(FPVector4 value)
        {
            FPVector4 result;

            FPVector4.Normalize(ref value, out result);
            return(result);
        }
        /// <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 FPVector4 Subtract(FPVector4 value1, FPVector4 value2)
        {
            FPVector4 result;

            FPVector4.Subtract(ref value1, ref value2, out 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>
 /// <param name="result">Returns the multiplied vector.</param>
 public static void Multiply(ref FPVector4 value1, FP scaleFactor, out FPVector4 result)
 {
     result.x = value1.x * scaleFactor;
     result.y = value1.y * scaleFactor;
     result.z = value1.z * scaleFactor;
     result.w = value1.w * scaleFactor;
 }
 /// <summary>
 /// Multiplies each component of the vector by the same components of the provided vector.
 /// </summary>
 public void Scale(FPVector4 other)
 {
     this.x = x * other.x;
     this.y = y * other.y;
     this.z = z * other.z;
     this.w = w * other.w;
 }
        /// <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, FP scaleFactor)
        public static FPVector4 Multiply(FPVector4 value1, FP scaleFactor)
        {
            FPVector4 result;

            FPVector4.Multiply(ref value1, scaleFactor, out result);
            return(result);
        }
        /// <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 FPVector4 operator /(FPVector4 value1, FP value2)
        {
            FPVector4 result;

            FPVector4.Divide(ref value1, value2, out result);
            return(result);
        }
 static FPVector4()
 {
     one          = new FPVector4(1, 1, 1, 1);
     zero         = new FPVector4(0, 0, 0, 0);
     MinValue     = new FPVector4(FP.MinValue);
     MaxValue     = new FPVector4(FP.MaxValue);
     InternalZero = zero;
 }
        /// <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 FPVector4))
            {
                return(false);
            }
            FPVector4 other = (FPVector4)obj;

            return(((x == other.x) && (y == other.y)) && (z == other.z) && (w == other.w));
        }
        /// <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 FPVector4 value, out FPVector4 result)
        {
            FP num2 = ((value.x * value.x) + (value.y * value.y)) + (value.z * value.z) + (value.w * value.w);
            FP num  = FP.One / FP.Sqrt(num2);

            result.x = value.x * num;
            result.y = value.y * num;
            result.z = value.z * num;
            result.w = value.w * num;
        }
        /// <summary>
        /// Multiplies each component of the vector by the same components of the provided vector.
        /// </summary>
        public static FPVector4 Scale(FPVector4 vecA, FPVector4 vecB)
        {
            FPVector4 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 FPVector4 vector1, ref FPVector4 vector2)
        {
            FP 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;
        }
 /**
  *  @brief Transform a vector from world space to local space.
  **/
 public FPVector4 InverseTransformVector(FPVector4 vector)
 {
     Debug.Assert(vector.w == FP.Zero);
     return(FPVector4.Transform(vector, worldToLocalMatrix));
 }
 /**
  *  @brief Transform a vector from local space to world space.
  **/
 public FPVector4 TransformVector(FPVector4 vector)
 {
     Debug.Assert(vector.w == FP.Zero);
     return(FPVector4.Transform(vector, localToWorldMatrix));
 }
 public FPVector InverseTransformPoint(FPVector point)
 {
     return(FPVector4.Transform(point, worldToLocalMatrix).ToFPVector());
 }
 /**
  *  @brief Transform a point from world space to local space.
  **/
 public FPVector4 InverseTransformPoint(FPVector4 point)
 {
     Debug.Assert(point.w == FP.One);
     return(FPVector4.Transform(point, worldToLocalMatrix));
 }
 public FPVector TransformPoint(FPVector point)
 {
     return(FPVector4.Transform(point, localToWorldMatrix).ToFPVector());
 }
 /**
  *  @brief Transform a point from local space to world space.
  **/
 public FPVector4 TransformPoint(FPVector4 point)
 {
     Debug.Assert(point.w == FP.One);
     return(FPVector4.Transform(point, localToWorldMatrix));
 }
 public static FPVector4 Abs(FPVector4 other)
 {
     return(new FPVector4(FP.Abs(other.x), FP.Abs(other.y), FP.Abs(other.z), FP.Abs(other.z)));
 }