//public static Mat2F Add( Mat2F v1, Mat2F v2 ) //{ // Mat2F result; // Add( ref v1, ref v2, out result ); // return result; //} //public static Mat2F Subtract( Mat2F v1, Mat2F v2 ) //{ // Mat2F result; // Subtract( ref v1, ref v2, out result ); // return result; //} //public static Mat2F Multiply( Mat2F m, float s ) //{ // Mat2F result; // Multiply( ref m, s, out result ); // return result; //} //public static Mat2F Multiply( float s, Mat2F m ) //{ // Mat2F result; // Multiply( ref m, s, out result ); // return result; //} //public static Vec2F Multiply( Mat2F m, Vec2F v ) //{ // Vec2F result; // Multiply( ref m, ref v, out result ); // return result; //} //public static Vec2F Multiply( Vec2F v, Mat2F m ) //{ // Vec2F result; // Multiply( ref m, ref v, out result ); // return result; //} //public static Mat2F Multiply( Mat2F v1, Mat2F v2 ) //{ // Mat2F result; // Multiply( ref v1, ref v2, out result ); // return result; //} //public static Mat2F Negate( Mat2F m ) //{ // Mat2F result; // Negate( ref m, out result ); // return result; //} /// <summary> /// Determines whether the specified matrix is equal to the current instance of <see cref="Matrix2F"/> /// with a given precision. /// </summary> /// <param name="v">The matrix to compare.</param> /// <param name="epsilon">The precision value.</param> /// <returns>True if the specified matrix is equal to the current instance of <see cref="Matrix2F"/>; False otherwise.</returns> public bool Equals(Matrix2F v, float epsilon) { if (!Item0.Equals(ref v.Item0, epsilon)) { return(false); } if (!Item1.Equals(ref v.Item1, epsilon)) { return(false); } return(true); }
public bool Equals(Ray2F v, float epsilon) { if (!Origin.Equals(v.Origin, epsilon)) { return(false); } if (!Direction.Equals(v.Direction, epsilon)) { return(false); } return(true); }
public bool Equals(Line2F v, float epsilon) { if (!Start.Equals(v.Start, epsilon)) { return(false); } if (!End.Equals(v.End, epsilon)) { return(false); } return(true); }
public bool Equals(Capsule2F v, float epsilon) { if (!Point1.Equals(ref v.Point1, epsilon)) { return(false); } if (!Point2.Equals(ref v.Point2, epsilon)) { return(false); } if (Math.Abs(Radius - v.Radius) > epsilon) { return(false); } return(true); }
public bool Equals(ref StandardVertex v, float epsilon) { if (!Position.Equals(ref v.Position, epsilon)) { return(false); } if (!Normal.Equals(ref v.Normal, epsilon)) { return(false); } if (!Tangent.Equals(ref v.Tangent, epsilon)) { return(false); } if (!Color.Equals(ref v.Color, epsilon)) { return(false); } if (!TexCoord0.Equals(ref v.TexCoord0, epsilon)) { return(false); } if (!TexCoord1.Equals(ref v.TexCoord1, epsilon)) { return(false); } if (!TexCoord2.Equals(ref v.TexCoord2, epsilon)) { return(false); } if (!TexCoord3.Equals(ref v.TexCoord3, epsilon)) { return(false); } if (BlendIndices != v.BlendIndices) { return(false); } if (!BlendWeights.Equals(ref v.BlendWeights, epsilon)) { return(false); } return(true); }