remove non-static Normalize + return identity on zero vector
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									80f3711f4c
								
							
						
					
					
						commit
						8209051a3c
					
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			@ -996,8 +996,8 @@ namespace MoonWorks.Math.Fixed
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			z = Vector3.Normalize(forward);
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			Vector3.Cross(ref forward, ref up, out x);
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			Vector3.Cross(ref x, ref forward, out y);
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			x.Normalize();
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			y.Normalize();
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			x = Vector3.Normalize(x);
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			y = Vector3.Normalize(y);
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			result = new Matrix4x4();
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			result.Right = x;
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			@ -214,23 +214,6 @@ namespace MoonWorks.Math.Fixed
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			);
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		}
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		/// <summary>
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		/// Scales the quaternion magnitude to unit length.
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		/// </summary>
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		public void Normalize()
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		{
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			Fix64 num = Fix64.One / (Fix64.Sqrt(
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				(X * X) +
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				(Y * Y) +
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				(Z * Z) +
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				(W * W)
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			));
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			this.X *= num;
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			this.Y *= num;
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			this.Z *= num;
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			this.W *= num;
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		}
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		/// <summary>
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		/// Returns a <see cref="String"/> representation of this <see cref="Quaternion"/> in the format:
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		/// {X:[<see cref="X"/>] Y:[<see cref="Y"/>] Z:[<see cref="Z"/>] W:[<see cref="W"/>]}
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			@ -759,12 +742,16 @@ namespace MoonWorks.Math.Fixed
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		/// <param name="result">The unit length quaternion an output parameter.</param>
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		public static void Normalize(ref Quaternion quaternion, out Quaternion result)
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		{
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			Fix64 num = Fix64.One / (Fix64.Sqrt(
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				(quaternion.X * quaternion.X) +
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				(quaternion.Y * quaternion.Y) +
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				(quaternion.Z * quaternion.Z) +
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				(quaternion.W * quaternion.W)
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			));
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			Fix64 lengthSquared = (quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) +
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			                      (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W);
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			if (lengthSquared == Fix64.Zero)
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			{
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				result = Identity;
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				return;
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			}
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			Fix64 num = Fix64.One / Fix64.Sqrt(lengthSquared);
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			result.X = quaternion.X * num;
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			result.Y = quaternion.Y * num;
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			result.Z = quaternion.Z * num;
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			@ -1,105 +0,0 @@
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namespace MoonWorks.Math.Fixed
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{
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	public struct Transform2D : System.IEquatable<Transform2D>
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	{
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		public Vector2 Position { get; }
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		public Fix64 Rotation { get; }
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		public Vector2 Scale { get; }
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		private bool transformMatrixCalculated;
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		private Matrix3x2 transformMatrix;
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		public Matrix3x2 TransformMatrix
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		{
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			get
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			{
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				if (!transformMatrixCalculated)
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				{
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					transformMatrix = CreateTransformMatrix(Position, Rotation, Scale);
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					transformMatrixCalculated = true;
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				}
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				return transformMatrix;
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			}
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		}
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		public bool IsAxisAligned => Rotation % Fix64.PiOver2 == Fix64.Zero;
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		public bool IsUniformScale => Scale.X == Scale.Y || Scale.X == -Scale.Y;
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		public static readonly Transform2D Identity = new Transform2D(Vector2.Zero, Fix64.Zero, Vector2.One);
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		public Transform2D(Vector2 position)
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		{
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			Position = position;
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			Rotation = Fix64.Zero;
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			Scale = Vector2.One;
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			transformMatrixCalculated = false;
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			transformMatrix = Matrix3x2.Identity;
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		}
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		public Transform2D(Vector2 position, Fix64 rotation)
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		{
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			Position = position;
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			Rotation = rotation;
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			Scale = Vector2.One;
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			transformMatrixCalculated = false;
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			transformMatrix = Matrix3x2.Identity;
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		}
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		public Transform2D(Vector2 position, Fix64 rotation, Vector2 scale)
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		{
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			Position = position;
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			Rotation = rotation;
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			Scale = scale;
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			transformMatrixCalculated = false;
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			transformMatrix = Matrix3x2.Identity;
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		}
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		public Transform2D Compose(Transform2D other)
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		{
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			return new Transform2D(Position + other.Position, Rotation + other.Rotation, Scale * other.Scale);
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		}
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		private static Matrix3x2 CreateTransformMatrix(Vector2 position, Fix64 rotation, Vector2 scale)
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		{
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			return
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				Matrix3x2.CreateScale(scale) *
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				Matrix3x2.CreateRotation(rotation) *
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				Matrix3x2.CreateTranslation(position);
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		}
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		public bool Equals(Transform2D other)
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		{
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			return
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				Position == other.Position &&
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				Rotation == other.Rotation &&
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				Scale == other.Scale;
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		}
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        public override bool Equals(System.Object other)
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        {
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            if (other is Transform2D otherTransform)
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            {
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                return Equals(otherTransform);
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            }
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            return false;
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        }
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		public override int GetHashCode()
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		{
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			return System.HashCode.Combine(Position, Rotation, Scale);
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		}
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		public static bool operator ==(Transform2D a, Transform2D b)
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		{
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			return a.Equals(b);
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		}
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		public static bool operator !=(Transform2D a, Transform2D b)
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		{
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			return !a.Equals(b);
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		}
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	}
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}
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			@ -200,16 +200,6 @@ namespace MoonWorks.Math.Fixed
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			return (X * X) + (Y * Y);
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		}
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		/// <summary>
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		/// Turns this <see cref="Vector2"/> to a unit vector with the same direction.
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		/// </summary>
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		public void Normalize()
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		{
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			Fix64 val = Fix64.One / Fix64.Sqrt((X * X) + (Y * Y));
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			X *= val;
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			Y *= val;
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		}
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		/// <summary>
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		/// Turns this <see cref="Vector2"/> to an angle in radians.
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		/// </summary>
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			@ -423,7 +413,14 @@ namespace MoonWorks.Math.Fixed
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		/// <returns>Unit vector.</returns>
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		public static Vector2 Normalize(Vector2 value)
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		{
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			Fix64 val = Fix64.One / Fix64.Sqrt((value.X * value.X) + (value.Y * value.Y));
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			Fix64 lengthSquared = (value.X * value.X) + (value.Y * value.Y);
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			if (lengthSquared == Fix64.Zero)
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			{
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				return Zero;
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			}
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			Fix64 val = Fix64.One / Fix64.Sqrt(lengthSquared);
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			value.X *= val;
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			value.Y *= val;
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			return value;
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			@ -309,21 +309,6 @@ namespace MoonWorks.Math.Fixed
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			return (X * X) + (Y * Y) + (Z * Z);
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		}
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		/// <summary>
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		/// Turns this <see cref="Vector3"/> to a unit vector with the same direction.
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		/// </summary>
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		public void Normalize()
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		{
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			Fix64 factor = Fix64.One / Fix64.Sqrt(
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				(X * X) +
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				(Y * Y) +
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				(Z * Z)
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			);
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			X *= factor;
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			Y *= factor;
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			Z *= factor;
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		}
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		/// <summary>
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		/// Returns a <see cref="String"/> representation of this <see cref="Vector3"/> in the format:
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		/// {X:[<see cref="X"/>] Y:[<see cref="Y"/>] Z:[<see cref="Z"/>]}
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			@ -733,11 +718,14 @@ namespace MoonWorks.Math.Fixed
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		/// <returns>Unit vector.</returns>
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		public static Vector3 Normalize(Vector3 value)
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		{
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			Fix64 factor = Fix64.One / Fix64.Sqrt(
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				(value.X * value.X) +
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				(value.Y * value.Y) +
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				(value.Z * value.Z)
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			);
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			Fix64 lengthSquared = (value.X * value.X) + (value.Y * value.Y) + (value.Z * value.Z);
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			if (lengthSquared == Fix64.Zero)
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			{
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				return Zero;
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			}
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			Fix64 factor = Fix64.One / Fix64.Sqrt(lengthSquared);
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			return new Vector3(
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				value.X * factor,
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				value.Y * factor,
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			@ -611,7 +611,7 @@ namespace MoonWorks.Math.Float
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				);
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			}
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			Vector3.Cross(ref cameraUpVector, ref vector, out vector3);
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			vector3.Normalize();
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			vector3 = Vector3.Normalize(vector3);
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			Vector3.Cross(ref vector, ref vector3, out vector2);
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			result.M11 = vector3.X;
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			result.M12 = vector3.Y;
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			@ -730,16 +730,16 @@ namespace MoonWorks.Math.Float
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						Vector3.Forward;
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				}
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				Vector3.Cross(ref rotateAxis, ref vector, out vector3);
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				vector3.Normalize();
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				vector3 = Vector3.Normalize(vector3);
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				Vector3.Cross(ref vector3, ref rotateAxis, out vector);
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				vector.Normalize();
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				vector = Vector3.Normalize(vector);
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			}
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			else
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			{
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				Vector3.Cross(ref rotateAxis, ref vector2, out vector3);
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				vector3.Normalize();
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				vector3 = Vector3.Normalize(vector3);
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				Vector3.Cross(ref vector3, ref vector4, out vector);
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				vector.Normalize();
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				vector = Vector3.Normalize(vector);
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			}
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			result.M11 = vector3.X;
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			@ -1701,8 +1701,8 @@ namespace MoonWorks.Math.Float
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			Vector3.Normalize(ref forward, out z);
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			Vector3.Cross(ref forward, ref up, out x);
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			Vector3.Cross(ref x, ref forward, out y);
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			x.Normalize();
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			y.Normalize();
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			x = Vector3.Normalize(x);
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			y = Vector3.Normalize(y);
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			result = new Matrix4x4();
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			result.Right = x;
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			@ -1,105 +0,0 @@
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namespace MoonWorks.Math.Float
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{
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	public struct Transform2D : System.IEquatable<Transform2D>
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	{
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		public Vector2 Position { get; }
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		public float Rotation { get; }
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		public Vector2 Scale { get; }
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		private bool transformMatrixCalculated;
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		private Matrix3x2 transformMatrix;
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		public Matrix3x2 TransformMatrix
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		{
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			get
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			{
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				if (!transformMatrixCalculated)
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				{
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					transformMatrix = CreateTransformMatrix(Position, Rotation, Scale);
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					transformMatrixCalculated = true;
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				}
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				return transformMatrix;
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			}
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		}
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		public bool IsAxisAligned => Rotation % MathHelper.PiOver2 == 0;
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		public bool IsUniformScale => Scale.X == Scale.Y;
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		public static readonly Transform2D Identity = new Transform2D(Vector2.Zero, 0, Vector2.One);
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		public Transform2D(Vector2 position)
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		{
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			Position = position;
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			Rotation = 0;
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			Scale = Vector2.One;
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			transformMatrixCalculated = false;
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			transformMatrix = Matrix3x2.Identity;
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		}
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		public Transform2D(Vector2 position, float rotation)
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		{
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			Position = position;
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			Rotation = rotation;
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			Scale = Vector2.One;
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			transformMatrixCalculated = false;
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			transformMatrix = Matrix3x2.Identity;
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		}
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		public Transform2D(Vector2 position, float rotation, Vector2 scale)
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		{
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			Position = position;
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			Rotation = rotation;
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			Scale = scale;
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			transformMatrixCalculated = false;
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			transformMatrix = Matrix3x2.Identity;
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		}
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		public Transform2D Compose(Transform2D other)
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		{
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			return new Transform2D(Position + other.Position, Rotation + other.Rotation, Scale * other.Scale);
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		}
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		private static Matrix3x2 CreateTransformMatrix(Vector2 position, float rotation, Vector2 scale)
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		{
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			return
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				Matrix3x2.CreateScale(scale) *
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				Matrix3x2.CreateRotation(rotation) *
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				Matrix3x2.CreateTranslation(position);
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		}
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		public bool Equals(Transform2D other)
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		{
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			return
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				Position == other.Position &&
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				Rotation == other.Rotation &&
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				Scale == other.Scale;
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		}
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        public override bool Equals(System.Object other)
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        {
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            if (other is Transform2D otherTransform)
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            {
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                return Equals(otherTransform);
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            }
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            return false;
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        }
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		public override int GetHashCode()
 | 
			
		||||
		{
 | 
			
		||||
			return System.HashCode.Combine(Position, Rotation, Scale);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		public static bool operator ==(Transform2D a, Transform2D b)
 | 
			
		||||
		{
 | 
			
		||||
			return a.Equals(b);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		public static bool operator !=(Transform2D a, Transform2D b)
 | 
			
		||||
		{
 | 
			
		||||
			return !a.Equals(b);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -194,16 +194,6 @@ namespace MoonWorks.Math.Float
 | 
			
		|||
			return (X * X) + (Y * Y);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		/// <summary>
 | 
			
		||||
		/// Turns this <see cref="Vector2"/> to a unit vector with the same direction.
 | 
			
		||||
		/// </summary>
 | 
			
		||||
		public void Normalize()
 | 
			
		||||
		{
 | 
			
		||||
			float val = 1.0f / (float) System.Math.Sqrt((X * X) + (Y * Y));
 | 
			
		||||
			X *= val;
 | 
			
		||||
			Y *= val;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		/// <summary>
 | 
			
		||||
		/// Turns this <see cref="Vector2"/> to an angle in radians.
 | 
			
		||||
		/// </summary>
 | 
			
		||||
| 
						 | 
				
			
			@ -717,7 +707,14 @@ namespace MoonWorks.Math.Float
 | 
			
		|||
		/// <returns>Unit vector.</returns>
 | 
			
		||||
		public static Vector2 Normalize(Vector2 value)
 | 
			
		||||
		{
 | 
			
		||||
			float val = 1.0f / (float) System.Math.Sqrt((value.X * value.X) + (value.Y * value.Y));
 | 
			
		||||
			float lengthSquared = (value.X * value.X) + (value.Y * value.Y);
 | 
			
		||||
 | 
			
		||||
			if (lengthSquared == 0)
 | 
			
		||||
			{
 | 
			
		||||
				return Zero;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			float val = 1.0f / System.MathF.Sqrt(lengthSquared);
 | 
			
		||||
			value.X *= val;
 | 
			
		||||
			value.Y *= val;
 | 
			
		||||
			return value;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -302,21 +302,6 @@ namespace MoonWorks.Math.Float
 | 
			
		|||
			return (X * X) + (Y * Y) + (Z * Z);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		/// <summary>
 | 
			
		||||
		/// Turns this <see cref="Vector3"/> to a unit vector with the same direction.
 | 
			
		||||
		/// </summary>
 | 
			
		||||
		public void Normalize()
 | 
			
		||||
		{
 | 
			
		||||
			float factor = 1.0f / (float) System.Math.Sqrt(
 | 
			
		||||
				(X * X) +
 | 
			
		||||
				(Y * Y) +
 | 
			
		||||
				(Z * Z)
 | 
			
		||||
			);
 | 
			
		||||
			X *= factor;
 | 
			
		||||
			Y *= factor;
 | 
			
		||||
			Z *= factor;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		/// <summary>
 | 
			
		||||
		/// Returns a <see cref="String"/> representation of this <see cref="Vector3"/> in the format:
 | 
			
		||||
		/// {X:[<see cref="X"/>] Y:[<see cref="Y"/>] Z:[<see cref="Z"/>]}
 | 
			
		||||
| 
						 | 
				
			
			@ -900,11 +885,14 @@ namespace MoonWorks.Math.Float
 | 
			
		|||
		/// <returns>Unit vector.</returns>
 | 
			
		||||
		public static Vector3 Normalize(Vector3 value)
 | 
			
		||||
		{
 | 
			
		||||
			float factor = 1.0f / (float) System.Math.Sqrt(
 | 
			
		||||
				(value.X * value.X) +
 | 
			
		||||
				(value.Y * value.Y) +
 | 
			
		||||
				(value.Z * value.Z)
 | 
			
		||||
			);
 | 
			
		||||
			float lengthSquared = (value.X * value.X) + (value.Y * value.Y) + (value.Z * value.Z);
 | 
			
		||||
 | 
			
		||||
			if (lengthSquared == 0f)
 | 
			
		||||
			{
 | 
			
		||||
				return Zero;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			float factor = 1.0f / System.MathF.Sqrt(lengthSquared);
 | 
			
		||||
			return new Vector3(
 | 
			
		||||
				value.X * factor,
 | 
			
		||||
				value.Y * factor,
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -267,23 +267,6 @@ namespace MoonWorks.Math.Float
 | 
			
		|||
			return (X * X) + (Y * Y) + (Z * Z) + (W * W);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		/// <summary>
 | 
			
		||||
		/// Turns this <see cref="Vector4"/> to a unit vector with the same direction.
 | 
			
		||||
		/// </summary>
 | 
			
		||||
		public void Normalize()
 | 
			
		||||
		{
 | 
			
		||||
			float factor = 1.0f / (float) System.Math.Sqrt(
 | 
			
		||||
				(X * X) +
 | 
			
		||||
				(Y * Y) +
 | 
			
		||||
				(Z * Z) +
 | 
			
		||||
				(W * W)
 | 
			
		||||
			);
 | 
			
		||||
			X *= factor;
 | 
			
		||||
			Y *= factor;
 | 
			
		||||
			Z *= factor;
 | 
			
		||||
			W *= factor;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		public override string ToString()
 | 
			
		||||
		{
 | 
			
		||||
			return (
 | 
			
		||||
| 
						 | 
				
			
			@ -853,12 +836,15 @@ namespace MoonWorks.Math.Float
 | 
			
		|||
		/// <returns>Unit vector.</returns>
 | 
			
		||||
		public static Vector4 Normalize(Vector4 vector)
 | 
			
		||||
		{
 | 
			
		||||
			float factor = 1.0f / (float) System.Math.Sqrt(
 | 
			
		||||
				(vector.X * vector.X) +
 | 
			
		||||
				(vector.Y * vector.Y) +
 | 
			
		||||
				(vector.Z * vector.Z) +
 | 
			
		||||
				(vector.W * vector.W)
 | 
			
		||||
			);
 | 
			
		||||
			var lengthSquared = (vector.X * vector.X) + (vector.Y * vector.Y) +
 | 
			
		||||
			                        (vector.Z * vector.Z) + (vector.W * vector.W);
 | 
			
		||||
 | 
			
		||||
			if (lengthSquared == 0)
 | 
			
		||||
			{
 | 
			
		||||
				return Zero;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			float factor = 1.0f / System.MathF.Sqrt(lengthSquared);
 | 
			
		||||
			return new Vector4(
 | 
			
		||||
				vector.X * factor,
 | 
			
		||||
				vector.Y * factor,
 | 
			
		||||
| 
						 | 
				
			
			@ -870,16 +856,20 @@ namespace MoonWorks.Math.Float
 | 
			
		|||
		/// <summary>
 | 
			
		||||
		/// Creates a new <see cref="Vector4"/> that contains a normalized values from another vector.
 | 
			
		||||
		/// </summary>
 | 
			
		||||
		/// <param name="value">Source <see cref="Vector4"/>.</param>
 | 
			
		||||
		/// <param name="vector">Source <see cref="Vector4"/>.</param>
 | 
			
		||||
		/// <param name="result">Unit vector as an output parameter.</param>
 | 
			
		||||
		public static void Normalize(ref Vector4 vector, out Vector4 result)
 | 
			
		||||
		{
 | 
			
		||||
			float factor = 1.0f / (float) System.Math.Sqrt(
 | 
			
		||||
				(vector.X * vector.X) +
 | 
			
		||||
				(vector.Y * vector.Y) +
 | 
			
		||||
				(vector.Z * vector.Z) +
 | 
			
		||||
				(vector.W * vector.W)
 | 
			
		||||
			);
 | 
			
		||||
			float lengthSquared = (vector.X * vector.X) + (vector.Y * vector.Y) +
 | 
			
		||||
			                      (vector.Z * vector.Z) + (vector.W * vector.W);
 | 
			
		||||
 | 
			
		||||
			if (lengthSquared == 0)
 | 
			
		||||
			{
 | 
			
		||||
				result = Zero;
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			float factor = 1.0f / System.MathF.Sqrt(lengthSquared);
 | 
			
		||||
			result.X = vector.X * factor;
 | 
			
		||||
			result.Y = vector.Y * factor;
 | 
			
		||||
			result.Z = vector.Z * factor;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in New Issue