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Vector4f.cs
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Vector4f.cs
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/*
* Automated conversion
*/
using System;
namespace NVecMath
{
/// <summary>
/// A 4-element vector represented by single-precision floating point x,y,z,w
/// coordinates.
/// </summary>
/// <remarks>
/// A 4-element vector represented by single-precision floating point x,y,z,w
/// coordinates.
/// </remarks>
[System.Serializable]
public class Vector4f : Tuple4f
{
new internal const long serialVersionUID = 8749319902347760659L;
/// <summary>Constructs and initializes a Vector4f from the specified xyzw coordinates.
/// </summary>
/// <remarks>Constructs and initializes a Vector4f from the specified xyzw coordinates.
/// </remarks>
/// <param name="x">the x coordinate</param>
/// <param name="y">the y coordinate</param>
/// <param name="z">the z coordinate</param>
/// <param name="w">the w coordinate</param>
public Vector4f(float x, float y, float z, float w) : base(x, y, z, w)
{
}
/// <summary>Constructs and initializes a Vector4f from the array of length 4.</summary>
/// <remarks>Constructs and initializes a Vector4f from the array of length 4.</remarks>
/// <param name="v">the array of length 4 containing xyzw in order</param>
public Vector4f(float[] v) : base(v)
{
}
/// <summary>Constructs and initializes a Vector4f from the specified Vector4f.</summary>
/// <remarks>Constructs and initializes a Vector4f from the specified Vector4f.</remarks>
/// <param name="v1">the Vector4f containing the initialization x y z w data</param>
public Vector4f(Vector4f v1) : base(v1)
{
}
/// <summary>Constructs and initializes a Vector4f from the specified Vector4d.</summary>
/// <remarks>Constructs and initializes a Vector4f from the specified Vector4d.</remarks>
/// <param name="v1">the Vector4d containing the initialization x y z w data</param>
public Vector4f(Vector4d v1) : base(v1)
{
}
/// <summary>Constructs and initializes a Vector4f from the specified Tuple4f.</summary>
/// <remarks>Constructs and initializes a Vector4f from the specified Tuple4f.</remarks>
/// <param name="t1">the Tuple4f containing the initialization x y z w data</param>
public Vector4f(Tuple4f t1) : base(t1)
{
}
/// <summary>Constructs and initializes a Vector4f from the specified Tuple4d.</summary>
/// <remarks>Constructs and initializes a Vector4f from the specified Tuple4d.</remarks>
/// <param name="t1">the Tuple4d containing the initialization x y z w data</param>
public Vector4f(Tuple4d t1) : base(t1)
{
}
/// <summary>Constructs and initializes a Vector4f from the specified Tuple3f.</summary>
/// <remarks>
/// Constructs and initializes a Vector4f from the specified Tuple3f.
/// The x,y,z components of this vector are set to the corresponding
/// components of tuple t1. The w component of this vector
/// is set to 0.
/// </remarks>
/// <param name="t1">the tuple to be copied</param>
/// <since>vecmath 1.2</since>
public Vector4f(Tuple3f t1) : base(t1.x, t1.y, t1.z, 0.0f)
{
}
/// <summary>Constructs and initializes a Vector4f to (0,0,0,0).</summary>
/// <remarks>Constructs and initializes a Vector4f to (0,0,0,0).</remarks>
public Vector4f() : base()
{
}
// Compatible with 1.1
/// <summary>
/// Sets the x,y,z components of this vector to the corresponding
/// components of tuple t1.
/// </summary>
/// <remarks>
/// Sets the x,y,z components of this vector to the corresponding
/// components of tuple t1. The w component of this vector
/// is set to 0.
/// </remarks>
/// <param name="t1">the tuple to be copied</param>
/// <since>vecmath 1.2</since>
public void Set(Tuple3f t1)
{
this.x = t1.x;
this.y = t1.y;
this.z = t1.z;
this.w = 0.0f;
}
/// <summary>Returns the length of this vector.</summary>
/// <remarks>Returns the length of this vector.</remarks>
/// <returns>the length of this vector as a float</returns>
public float Length()
{
return (float)Math.Sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this
.w * this.w);
}
/// <summary>Returns the squared length of this vector</summary>
/// <returns>the squared length of this vector as a float</returns>
public float LengthSquared()
{
return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
}
/// <summary>returns the dot product of this vector and v1</summary>
/// <param name="v1">the other vector</param>
/// <returns>the dot product of this vector and v1</returns>
public float Dot(Vector4f v1)
{
return (this.x * v1.x + this.y * v1.y + this.z * v1.z + this.w * v1.w);
}
/// <summary>Sets the value of this vector to the normalization of vector v1.</summary>
/// <remarks>Sets the value of this vector to the normalization of vector v1.</remarks>
/// <param name="v1">the un-normalized vector</param>
public void Normalize(Vector4f v1)
{
float norm;
norm = (float)(1.0 / Math.Sqrt(v1.x * v1.x + v1.y * v1.y + v1.z * v1.z + v1.w * v1
.w));
this.x = v1.x * norm;
this.y = v1.y * norm;
this.z = v1.z * norm;
this.w = v1.w * norm;
}
/// <summary>Normalizes this vector in place.</summary>
/// <remarks>Normalizes this vector in place.</remarks>
public void Normalize()
{
float norm;
norm = (float)(1.0 / Math.Sqrt(this.x * this.x + this.y * this.y + this.z * this.
z + this.w * this.w));
this.x *= norm;
this.y *= norm;
this.z *= norm;
this.w *= norm;
}
/// <summary>
/// Returns the (4-space) angle in radians between this vector and
/// the vector parameter; the return value is constrained to the
/// range [0,PI].
/// </summary>
/// <remarks>
/// Returns the (4-space) angle in radians between this vector and
/// the vector parameter; the return value is constrained to the
/// range [0,PI].
/// </remarks>
/// <param name="v1">the other vector</param>
/// <returns>the angle in radians in the range [0,PI]</returns>
public float Angle(Vector4f v1)
{
double vDot = this.Dot(v1) / (this.Length() * v1.Length());
if (vDot < -1.0)
{
vDot = -1.0;
}
if (vDot > 1.0)
{
vDot = 1.0;
}
return ((float)(Math.Acos(vDot)));
}
}
}