MoonWorks/src/Math/Vector4.cs

1486 lines
48 KiB
C#

#region License
/* MoonWorks - Game Development Framework
* Copyright 2021 Evan Hemsley
*/
/* Derived from code by Ethan Lee (Copyright 2009-2021).
* Released under the Microsoft Public License.
* See fna.LICENSE for details.
* Derived from code by the Mono.Xna Team (Copyright 2006).
* Released under the MIT License. See monoxna.LICENSE for details.
*/
#endregion
#region Using Statements
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
#endregion
namespace MoonWorks.Math
{
/// <summary>
/// Describes a 4D-vector.
/// </summary>
[Serializable]
[DebuggerDisplay("{DebugDisplayString,nq}")]
[StructLayout(LayoutKind.Explicit)]
public struct Vector4 : IEquatable<Vector4>
{
#region Public Static Properties
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 0, 0, 0.
/// </summary>
public static Vector4 Zero
{
get
{
return zero;
}
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 1, 1, 1, 1.
/// </summary>
public static Vector4 One
{
get
{
return unit;
}
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 1, 0, 0, 0.
/// </summary>
public static Vector4 UnitX
{
get
{
return unitX;
}
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 1, 0, 0.
/// </summary>
public static Vector4 UnitY
{
get
{
return unitY;
}
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 0, 1, 0.
/// </summary>
public static Vector4 UnitZ
{
get
{
return unitZ;
}
}
/// <summary>
/// Returns a <see cref="Vector4"/> with components 0, 0, 0, 1.
/// </summary>
public static Vector4 UnitW
{
get
{
return unitW;
}
}
#endregion
#region Internal Properties
internal string DebugDisplayString
{
get
{
return string.Concat(
X.ToString(), " ",
Y.ToString(), " ",
Z.ToString(), " ",
W.ToString()
);
}
}
#endregion
#region Public Fields
/// <summary>
/// The x coordinate of this <see cref="Vector4"/>.
/// </summary>
[FieldOffset(0)]
public float X;
/// <summary>
/// The y coordinate of this <see cref="Vector4"/>.
/// </summary>
[FieldOffset(4)]
public float Y;
/// <summary>
/// The z coordinate of this <see cref="Vector4"/>.
/// </summary>
[FieldOffset(8)]
public float Z;
/// <summary>
/// The w coordinate of this <see cref="Vector4"/>.
/// </summary>
[FieldOffset(12)]
public float W;
#endregion
#region Private Static Fields
private static Vector4 zero = new Vector4(); // Not readonly for performance -flibit
private static readonly Vector4 unit = new Vector4(1f, 1f, 1f, 1f);
private static readonly Vector4 unitX = new Vector4(1f, 0f, 0f, 0f);
private static readonly Vector4 unitY = new Vector4(0f, 1f, 0f, 0f);
private static readonly Vector4 unitZ = new Vector4(0f, 0f, 1f, 0f);
private static readonly Vector4 unitW = new Vector4(0f, 0f, 0f, 1f);
#endregion
#region Public Constructors
/// <summary>
/// Constructs a 3d vector with X, Y, Z and W from four values.
/// </summary>
/// <param name="x">The x coordinate in 4d-space.</param>
/// <param name="y">The y coordinate in 4d-space.</param>
/// <param name="z">The z coordinate in 4d-space.</param>
/// <param name="w">The w coordinate in 4d-space.</param>
public Vector4(float x, float y, float z, float w)
{
this.X = x;
this.Y = y;
this.Z = z;
this.W = w;
}
/// <summary>
/// Constructs a 3d vector with X and Z from <see cref="Vector2"/> and Z and W from the scalars.
/// </summary>
/// <param name="value">The x and y coordinates in 4d-space.</param>
/// <param name="z">The z coordinate in 4d-space.</param>
/// <param name="w">The w coordinate in 4d-space.</param>
public Vector4(Vector2 value, float z, float w)
{
this.X = value.X;
this.Y = value.Y;
this.Z = z;
this.W = w;
}
/// <summary>
/// Constructs a 3d vector with X, Y, Z from <see cref="Vector3"/> and W from a scalar.
/// </summary>
/// <param name="value">The x, y and z coordinates in 4d-space.</param>
/// <param name="w">The w coordinate in 4d-space.</param>
public Vector4(Vector3 value, float w)
{
this.X = value.X;
this.Y = value.Y;
this.Z = value.Z;
this.W = w;
}
/// <summary>
/// Constructs a 4d vector with X, Y, Z and W set to the same value.
/// </summary>
/// <param name="value">The x, y, z and w coordinates in 4d-space.</param>
public Vector4(float value)
{
this.X = value;
this.Y = value;
this.Z = value;
this.W = value;
}
#endregion
#region Public Methods
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Object"/>.
/// </summary>
/// <param name="obj">The <see cref="Object"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public override bool Equals(object obj)
{
return (obj is Vector4) && Equals((Vector4) obj);
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Vector4"/>.
/// </summary>
/// <param name="other">The <see cref="Vector4"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public bool Equals(Vector4 other)
{
return ( X == other.X &&
Y == other.Y &&
Z == other.Z &&
W == other.W );
}
/// <summary>
/// Gets the hash code of this <see cref="Vector4"/>.
/// </summary>
/// <returns>Hash code of this <see cref="Vector4"/>.</returns>
public override int GetHashCode()
{
return W.GetHashCode() + X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode();
}
/// <summary>
/// Returns the length of this <see cref="Vector4"/>.
/// </summary>
/// <returns>The length of this <see cref="Vector4"/>.</returns>
public float Length()
{
return (float) System.Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W));
}
/// <summary>
/// Returns the squared length of this <see cref="Vector4"/>.
/// </summary>
/// <returns>The squared length of this <see cref="Vector4"/>.</returns>
public float LengthSquared()
{
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 (
"{X:" + X.ToString() +
" Y:" + Y.ToString() +
" Z:" + Z.ToString() +
" W:" + W.ToString() + "}"
);
}
#endregion
#region Public Static Methods
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and <paramref name="value2"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <returns>The result of the vector addition.</returns>
public static Vector4 Add(Vector4 value1, Vector4 value2)
{
value1.W += value2.W;
value1.X += value2.X;
value1.Y += value2.Y;
value1.Z += value2.Z;
return value1;
}
/// <summary>
/// Performs vector addition on <paramref name="value1"/> and
/// <paramref name="value2"/>, storing the result of the
/// addition in <paramref name="result"/>.
/// </summary>
/// <param name="value1">The first vector to add.</param>
/// <param name="value2">The second vector to add.</param>
/// <param name="result">The result of the vector addition.</param>
public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.W = value1.W + value2.W;
result.X = value1.X + value2.X;
result.Y = value1.Y + value2.Y;
result.Z = value1.Z + value2.Z;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 4d-triangle.
/// </summary>
/// <param name="value1">The first vector of 4d-triangle.</param>
/// <param name="value2">The second vector of 4d-triangle.</param>
/// <param name="value3">The third vector of 4d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 4d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 4d-triangle.</param>
/// <returns>The cartesian translation of barycentric coordinates.</returns>
public static Vector4 Barycentric(
Vector4 value1,
Vector4 value2,
Vector4 value3,
float amount1,
float amount2
) {
return new Vector4(
MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the cartesian coordinates of a vector specified in barycentric coordinates and relative to 4d-triangle.
/// </summary>
/// <param name="value1">The first vector of 4d-triangle.</param>
/// <param name="value2">The second vector of 4d-triangle.</param>
/// <param name="value3">The third vector of 4d-triangle.</param>
/// <param name="amount1">Barycentric scalar <c>b2</c> which represents a weighting factor towards second vector of 4d-triangle.</param>
/// <param name="amount2">Barycentric scalar <c>b3</c> which represents a weighting factor towards third vector of 4d-triangle.</param>
/// <param name="result">The cartesian translation of barycentric coordinates as an output parameter.</param>
public static void Barycentric(
ref Vector4 value1,
ref Vector4 value2,
ref Vector4 value3,
float amount1,
float amount2,
out Vector4 result
) {
result.X = MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2);
result.Y = MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2);
result.Z = MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2);
result.W = MathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The result of CatmullRom interpolation.</returns>
public static Vector4 CatmullRom(
Vector4 value1,
Vector4 value2,
Vector4 value3,
Vector4 value4,
float amount
) {
return new Vector4(
MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains CatmullRom interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector in interpolation.</param>
/// <param name="value2">The second vector in interpolation.</param>
/// <param name="value3">The third vector in interpolation.</param>
/// <param name="value4">The fourth vector in interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The result of CatmullRom interpolation as an output parameter.</param>
public static void CatmullRom(
ref Vector4 value1,
ref Vector4 value2,
ref Vector4 value3,
ref Vector4 value4,
float amount,
out Vector4 result
) {
result.X = MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount);
result.Y = MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount);
result.Z = MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount);
result.W = MathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount);
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <returns>The clamped value.</returns>
public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max)
{
return new Vector4(
MathHelper.Clamp(value1.X, min.X, max.X),
MathHelper.Clamp(value1.Y, min.Y, max.Y),
MathHelper.Clamp(value1.Z, min.Z, max.Z),
MathHelper.Clamp(value1.W, min.W, max.W)
);
}
/// <summary>
/// Clamps the specified value within a range.
/// </summary>
/// <param name="value1">The value to clamp.</param>
/// <param name="min">The min value.</param>
/// <param name="max">The max value.</param>
/// <param name="result">The clamped value as an output parameter.</param>
public static void Clamp(
ref Vector4 value1,
ref Vector4 min,
ref Vector4 max,
out Vector4 result
) {
result.X = MathHelper.Clamp(value1.X, min.X, max.X);
result.Y = MathHelper.Clamp(value1.Y, min.Y, max.Y);
result.Z = MathHelper.Clamp(value1.Z, min.Z, max.Z);
result.W = MathHelper.Clamp(value1.W, min.W, max.W);
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The distance between two vectors.</returns>
public static float Distance(Vector4 value1, Vector4 value2)
{
return (float) System.Math.Sqrt(DistanceSquared(value1, value2));
}
/// <summary>
/// Returns the distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The distance between two vectors as an output parameter.</param>
public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result)
{
result = (float) System.Math.Sqrt(DistanceSquared(value1, value2));
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The squared distance between two vectors.</returns>
public static float DistanceSquared(Vector4 value1, Vector4 value2)
{
return (
(value1.W - value2.W) * (value1.W - value2.W) +
(value1.X - value2.X) * (value1.X - value2.X) +
(value1.Y - value2.Y) * (value1.Y - value2.Y) +
(value1.Z - value2.Z) * (value1.Z - value2.Z)
);
}
/// <summary>
/// Returns the squared distance between two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The squared distance between two vectors as an output parameter.</param>
public static void DistanceSquared(
ref Vector4 value1,
ref Vector4 value2,
out float result
) {
result = (
(value1.W - value2.W) * (value1.W - value2.W) +
(value1.X - value2.X) * (value1.X - value2.X) +
(value1.Y - value2.Y) * (value1.Y - value2.Y) +
(value1.Z - value2.Z) * (value1.Z - value2.Z)
);
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by the components of another <see cref="Vector4"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Divisor <see cref="Vector4"/>.</param>
/// <returns>The result of dividing the vectors.</returns>
public static Vector4 Divide(Vector4 value1, Vector4 value2)
{
value1.W /= value2.W;
value1.X /= value2.X;
value1.Y /= value2.Y;
value1.Z /= value2.Z;
return value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <returns>The result of dividing a vector by a scalar.</returns>
public static Vector4 Divide(Vector4 value1, float divider)
{
float factor = 1f / divider;
value1.W *= factor;
value1.X *= factor;
value1.Y *= factor;
value1.Z *= factor;
return value1;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="divider">Divisor scalar.</param>
/// <param name="result">The result of dividing a vector by a scalar as an output parameter.</param>
public static void Divide(ref Vector4 value1, float divider, out Vector4 result)
{
float factor = 1f / divider;
result.W = value1.W * factor;
result.X = value1.X * factor;
result.Y = value1.Y * factor;
result.Z = value1.Z * factor;
}
/// <summary>
/// Divides the components of a <see cref="Vector4"/> by the components of another <see cref="Vector4"/>.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Divisor <see cref="Vector4"/>.</param>
/// <param name="result">The result of dividing the vectors as an output parameter.</param>
public static void Divide(
ref Vector4 value1,
ref Vector4 value2,
out Vector4 result
) {
result.W = value1.W / value2.W;
result.X = value1.X / value2.X;
result.Y = value1.Y / value2.Y;
result.Z = value1.Z / value2.Z;
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The dot product of two vectors.</returns>
public static float Dot(Vector4 vector1, Vector4 vector2)
{
return (
vector1.X * vector2.X +
vector1.Y * vector2.Y +
vector1.Z * vector2.Z +
vector1.W * vector2.W
);
}
/// <summary>
/// Returns a dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The dot product of two vectors as an output parameter.</param>
public static void Dot(ref Vector4 vector1, ref Vector4 vector2, out float result)
{
result = (
(vector1.X * vector2.X) +
(vector1.Y * vector2.Y) +
(vector1.Z * vector2.Z) +
(vector1.W * vector2.W)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <returns>The hermite spline interpolation vector.</returns>
public static Vector4 Hermite(
Vector4 value1,
Vector4 tangent1,
Vector4 value2,
Vector4 tangent2,
float amount
) {
return new Vector4(
MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount),
MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount),
MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount),
MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains hermite spline interpolation.
/// </summary>
/// <param name="value1">The first position vector.</param>
/// <param name="tangent1">The first tangent vector.</param>
/// <param name="value2">The second position vector.</param>
/// <param name="tangent2">The second tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">The hermite spline interpolation vector as an output parameter.</param>
public static void Hermite(
ref Vector4 value1,
ref Vector4 tangent1,
ref Vector4 value2,
ref Vector4 tangent2,
float amount,
out Vector4 result
) {
result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount);
result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <returns>The result of linear interpolation of the specified vectors.</returns>
public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
{
return new Vector4(
MathHelper.Lerp(value1.X, value2.X, amount),
MathHelper.Lerp(value1.Y, value2.Y, amount),
MathHelper.Lerp(value1.Z, value2.Z, amount),
MathHelper.Lerp(value1.W, value2.W, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains linear interpolation of the specified vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="amount">Weighting value(between 0.0 and 1.0).</param>
/// <param name="result">The result of linear interpolation of the specified vectors as an output parameter.</param>
public static void Lerp(
ref Vector4 value1,
ref Vector4 value2,
float amount,
out Vector4 result
) {
result.X = MathHelper.Lerp(value1.X, value2.X, amount);
result.Y = MathHelper.Lerp(value1.Y, value2.Y, amount);
result.Z = MathHelper.Lerp(value1.Z, value2.Z, amount);
result.W = MathHelper.Lerp(value1.W, value2.W, amount);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector4"/> with maximal values from the two vectors.</returns>
public static Vector4 Max(Vector4 value1, Vector4 value2)
{
return new Vector4(
MathHelper.Max(value1.X, value2.X),
MathHelper.Max(value1.Y, value2.Y),
MathHelper.Max(value1.Z, value2.Z),
MathHelper.Max(value1.W, value2.W)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a maximal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector4"/> with maximal values from the two vectors as an output parameter.</param>
public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.X = MathHelper.Max(value1.X, value2.X);
result.Y = MathHelper.Max(value1.Y, value2.Y);
result.Z = MathHelper.Max(value1.Z, value2.Z);
result.W = MathHelper.Max(value1.W, value2.W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The <see cref="Vector4"/> with minimal values from the two vectors.</returns>
public static Vector4 Min(Vector4 value1, Vector4 value2)
{
return new Vector4(
MathHelper.Min(value1.X, value2.X),
MathHelper.Min(value1.Y, value2.Y),
MathHelper.Min(value1.Z, value2.Z),
MathHelper.Min(value1.W, value2.W)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a minimal values from the two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The <see cref="Vector4"/> with minimal values from the two vectors as an output parameter.</param>
public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.X = MathHelper.Min(value1.X, value2.X);
result.Y = MathHelper.Min(value1.Y, value2.Y);
result.Z = MathHelper.Min(value1.Z, value2.Z);
result.W = MathHelper.Min(value1.W, value2.W);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <returns>The result of the vector multiplication.</returns>
public static Vector4 Multiply(Vector4 value1, Vector4 value2)
{
value1.W *= value2.W;
value1.X *= value2.X;
value1.Y *= value2.Y;
value1.Z *= value2.Z;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of <see cref="Vector4"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <returns>The result of the vector multiplication with a scalar.</returns>
public static Vector4 Multiply(Vector4 value1, float scaleFactor)
{
value1.W *= scaleFactor;
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
value1.Z *= scaleFactor;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of <see cref="Vector4"/> and a scalar.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="scaleFactor">Scalar value.</param>
/// <param name="result">The result of the multiplication with a scalar as an output parameter.</param>
public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result)
{
result.W = value1.W * scaleFactor;
result.X = value1.X * scaleFactor;
result.Y = value1.Y * scaleFactor;
result.Z = value1.Z * scaleFactor;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a multiplication of two vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="result">The result of the vector multiplication as an output parameter.</param>
public static void Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.W = value1.W * value2.W;
result.X = value1.X * value2.X;
result.Y = value1.Y * value2.Y;
result.Z = value1.Z * value2.Z;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <returns>The result of the vector inversion.</returns>
public static Vector4 Negate(Vector4 value)
{
value = new Vector4(-value.X, -value.Y, -value.Z, -value.W);
return value;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains the specified vector inversion.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="result">The result of the vector inversion as an output parameter.</param>
public static void Negate(ref Vector4 value, out Vector4 result)
{
result.X = -value.X;
result.Y = -value.Y;
result.Z = -value.Z;
result.W = -value.W;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a normalized values from another vector.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <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)
);
return new Vector4(
vector.X * factor,
vector.Y * factor,
vector.Z * factor,
vector.W * factor
);
}
/// <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="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)
);
result.X = vector.X * factor;
result.Y = vector.Y * factor;
result.Z = vector.Z * factor;
result.W = vector.W * factor;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <returns>Cubic interpolation of the specified vectors.</returns>
public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount)
{
return new Vector4(
MathHelper.SmoothStep(value1.X, value2.X, amount),
MathHelper.SmoothStep(value1.Y, value2.Y, amount),
MathHelper.SmoothStep(value1.Z, value2.Z, amount),
MathHelper.SmoothStep(value1.W, value2.W, amount)
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains cubic interpolation of the specified vectors.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="amount">Weighting value.</param>
/// <param name="result">Cubic interpolation of the specified vectors as an output parameter.</param>
public static void SmoothStep(
ref Vector4 value1,
ref Vector4 value2,
float amount,
out Vector4 result
) {
result.X = MathHelper.SmoothStep(value1.X, value2.X, amount);
result.Y = MathHelper.SmoothStep(value1.Y, value2.Y, amount);
result.Z = MathHelper.SmoothStep(value1.Z, value2.Z, amount);
result.W = MathHelper.SmoothStep(value1.W, value2.W, amount);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains subtraction of on <see cref="Vector4"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <returns>The result of the vector subtraction.</returns>
public static Vector4 Subtract(Vector4 value1, Vector4 value2)
{
value1.W -= value2.W;
value1.X -= value2.X;
value1.Y -= value2.Y;
value1.Z -= value2.Z;
return value1;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains subtraction of on <see cref="Vector4"/> from a another.
/// </summary>
/// <param name="value1">Source <see cref="Vector4"/>.</param>
/// <param name="value2">Source <see cref="Vector4"/>.</param>
/// <param name="result">The result of the vector subtraction as an output parameter.</param>
public static void Subtract(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
{
result.W = value1.W - value2.W;
result.X = value1.X - value2.X;
result.Y = value1.Y - value2.Y;
result.Z = value1.Z - value2.Z;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix4x4"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector2 position, Matrix4x4 matrix)
{
Vector4 result;
Transform(ref position, ref matrix, out result);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Matrix4x4"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector3 position, Matrix4x4 matrix)
{
Vector4 result;
Transform(ref position, ref matrix, out result);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Matrix4x4"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector4 vector, Matrix4x4 matrix)
{
Transform(ref vector, ref matrix, out vector);
return vector;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Matrix4x4"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(ref Vector2 position, ref Matrix4x4 matrix, out Vector4 result)
{
result = new Vector4(
(position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41,
(position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42,
(position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43,
(position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44
);
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Matrix4x4"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(ref Vector3 position, ref Matrix4x4 matrix, out Vector4 result)
{
float x = (
(position.X * matrix.M11) +
(position.Y * matrix.M21) +
(position.Z * matrix.M31) +
matrix.M41
);
float y = (
(position.X * matrix.M12) +
(position.Y * matrix.M22) +
(position.Z * matrix.M32) +
matrix.M42
);
float z = (
(position.X * matrix.M13) +
(position.Y * matrix.M23) +
(position.Z * matrix.M33) +
matrix.M43
);
float w = (
(position.X * matrix.M14) +
(position.Y * matrix.M24) +
(position.Z * matrix.M34) +
matrix.M44
);
result.X = x;
result.Y = y;
result.Z = z;
result.W = w;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Matrix4x4"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(ref Vector4 vector, ref Matrix4x4 matrix, out Vector4 result)
{
float x = (
(vector.X * matrix.M11) +
(vector.Y * matrix.M21) +
(vector.Z * matrix.M31) +
(vector.W * matrix.M41)
);
float y = (
(vector.X * matrix.M12) +
(vector.Y * matrix.M22) +
(vector.Z * matrix.M32) +
(vector.W * matrix.M42)
);
float z = (
(vector.X * matrix.M13) +
(vector.Y * matrix.M23) +
(vector.Z * matrix.M33) +
(vector.W * matrix.M43)
);
float w = (
(vector.X * matrix.M14) +
(vector.Y * matrix.M24) +
(vector.Z * matrix.M34) +
(vector.W * matrix.M44)
);
result.X = x;
result.Y = y;
result.Z = z;
result.W = w;
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector4"/> by the specified <see cref="Matrix4x4"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
/// <param name="destinationArray">Destination array.</param>
public static void Transform(
Vector4[] sourceArray,
ref Matrix4x4 matrix,
Vector4[] destinationArray
) {
if (sourceArray == null)
{
throw new ArgumentNullException("sourceArray");
}
if (destinationArray == null)
{
throw new ArgumentNullException("destinationArray");
}
if (destinationArray.Length < sourceArray.Length)
{
throw new ArgumentException(
"destinationArray is too small to contain the result."
);
}
for (int i = 0; i < sourceArray.Length; i += 1)
{
Transform(
ref sourceArray[i],
ref matrix,
out destinationArray[i]
);
}
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector4"/> by the specified <see cref="Matrix4x4"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="matrix">The transformation <see cref="Matrix4x4"/>.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector4"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public static void Transform(
Vector4[] sourceArray,
int sourceIndex,
ref Matrix4x4 matrix,
Vector4[] destinationArray,
int destinationIndex,
int length
) {
if (sourceArray == null)
{
throw new ArgumentNullException("sourceArray");
}
if (destinationArray == null)
{
throw new ArgumentNullException("destinationArray");
}
if (destinationIndex + length > destinationArray.Length)
{
throw new ArgumentException(
"destinationArray is too small to contain the result."
);
}
if (sourceIndex + length > sourceArray.Length)
{
throw new ArgumentException(
"The combination of sourceIndex and length was greater than sourceArray.Length."
);
}
for (int i = 0; i < length; i += 1)
{
Transform(
ref sourceArray[i + sourceIndex],
ref matrix,
out destinationArray[i + destinationIndex]
);
}
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector2 value, Quaternion rotation)
{
Vector4 result;
Transform(ref value, ref rotation, out result);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector3 value, Quaternion rotation)
{
Vector4 result;
Transform(ref value, ref rotation, out result);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <returns>Transformed <see cref="Vector4"/>.</returns>
public static Vector4 Transform(Vector4 value, Quaternion rotation)
{
Vector4 result;
Transform(ref value, ref rotation, out result);
return result;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 2d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector2"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(
ref Vector2 value,
ref Quaternion rotation,
out Vector4 result
) {
double xx = rotation.X + rotation.X;
double yy = rotation.Y + rotation.Y;
double zz = rotation.Z + rotation.Z;
double wxx = rotation.W * xx;
double wyy = rotation.W * yy;
double wzz = rotation.W * zz;
double xxx = rotation.X * xx;
double xyy = rotation.X * yy;
double xzz = rotation.X * zz;
double yyy = rotation.Y * yy;
double yzz = rotation.Y * zz;
double zzz = rotation.Z * zz;
result.X = (float) (
(double) value.X * (1.0 - yyy - zzz) +
(double) value.Y * (xyy - wzz)
);
result.Y = (float) (
(double) value.X * (xyy + wzz) +
(double) value.Y * (1.0 - xxx - zzz)
);
result.Z = (float) (
(double) value.X * (xzz - wyy) +
(double) value.Y * (yzz + wxx)
);
result.W = 1.0f;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 3d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector3"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(
ref Vector3 value,
ref Quaternion rotation,
out Vector4 result
) {
double xx = rotation.X + rotation.X;
double yy = rotation.Y + rotation.Y;
double zz = rotation.Z + rotation.Z;
double wxx = rotation.W * xx;
double wyy = rotation.W * yy;
double wzz = rotation.W * zz;
double xxx = rotation.X * xx;
double xyy = rotation.X * yy;
double xzz = rotation.X * zz;
double yyy = rotation.Y * yy;
double yzz = rotation.Y * zz;
double zzz = rotation.Z * zz;
result.X = (float) (
(double) value.X * (1.0 - yyy - zzz) +
(double) value.Y * (xyy - wzz) +
(double) value.Z * (xzz + wyy)
);
result.Y = (float) (
(double) value.X * (xyy + wzz) +
(double) value.Y * (1.0 - xxx - zzz) +
(double) value.Z * (yzz - wxx)
);
result.Z = (float) (
(double) value.X * (xzz - wyy) +
(double) value.Y * (yzz + wxx) +
(double) value.Z * (1.0 - xxx - yyy)
);
result.W = 1.0f;
}
/// <summary>
/// Creates a new <see cref="Vector4"/> that contains a transformation of 4d-vector by the specified <see cref="Quaternion"/>.
/// </summary>
/// <param name="value">Source <see cref="Vector4"/>.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="result">Transformed <see cref="Vector4"/> as an output parameter.</param>
public static void Transform(
ref Vector4 value,
ref Quaternion rotation,
out Vector4 result
) {
double xx = rotation.X + rotation.X;
double yy = rotation.Y + rotation.Y;
double zz = rotation.Z + rotation.Z;
double wxx = rotation.W * xx;
double wyy = rotation.W * yy;
double wzz = rotation.W * zz;
double xxx = rotation.X * xx;
double xyy = rotation.X * yy;
double xzz = rotation.X * zz;
double yyy = rotation.Y * yy;
double yzz = rotation.Y * zz;
double zzz = rotation.Z * zz;
result.X = (float) (
(double) value.X * (1.0 - yyy - zzz) +
(double) value.Y * (xyy - wzz) +
(double) value.Z * (xzz + wyy)
);
result.Y = (float) (
(double) value.X * (xyy + wzz) +
(double) value.Y * (1.0 - xxx - zzz) +
(double) value.Z * (yzz - wxx)
);
result.Z = (float) (
(double) value.X * (xzz - wyy) +
(double) value.Y * (yzz + wxx) +
(double) value.Z * (1.0 - xxx - yyy)
);
result.W = value.W;
}
/// <summary>
/// Apply transformation on all vectors within array of <see cref="Vector4"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
public static void Transform(
Vector4[] sourceArray,
ref Quaternion rotation,
Vector4[] destinationArray
) {
if (sourceArray == null)
{
throw new ArgumentException("sourceArray");
}
if (destinationArray == null)
{
throw new ArgumentException("destinationArray");
}
if (destinationArray.Length < sourceArray.Length)
{
throw new ArgumentException(
"destinationArray is too small to contain the result."
);
}
for (int i = 0; i < sourceArray.Length; i += 1)
{
Transform(
ref sourceArray[i],
ref rotation,
out destinationArray[i]
);
}
}
/// <summary>
/// Apply transformation on vectors within array of <see cref="Vector4"/> by the specified <see cref="Quaternion"/> and places the results in an another array.
/// </summary>
/// <param name="sourceArray">Source array.</param>
/// <param name="sourceIndex">The starting index of transformation in the source array.</param>
/// <param name="rotation">The <see cref="Quaternion"/> which contains rotation transformation.</param>
/// <param name="destinationArray">Destination array.</param>
/// <param name="destinationIndex">The starting index in the destination array, where the first <see cref="Vector4"/> should be written.</param>
/// <param name="length">The number of vectors to be transformed.</param>
public static void Transform(
Vector4[] sourceArray,
int sourceIndex,
ref Quaternion rotation,
Vector4[] destinationArray,
int destinationIndex,
int length
) {
if (sourceArray == null)
{
throw new ArgumentException("sourceArray");
}
if (destinationArray == null)
{
throw new ArgumentException("destinationArray");
}
if (destinationIndex + length > destinationArray.Length)
{
throw new ArgumentException(
"destinationArray is too small to contain the result."
);
}
if (sourceIndex + length > sourceArray.Length)
{
throw new ArgumentException(
"The combination of sourceIndex and length was greater than sourceArray.Length."
);
}
for (int i = 0; i < length; i += 1)
{
Transform(
ref sourceArray[i + sourceIndex],
ref rotation,
out destinationArray[i + destinationIndex]
);
}
}
#endregion
#region Public Static Operators
public static Vector4 operator -(Vector4 value)
{
return new Vector4(-value.X, -value.Y, -value.Z, -value.W);
}
public static bool operator ==(Vector4 value1, Vector4 value2)
{
return ( value1.X == value2.X &&
value1.Y == value2.Y &&
value1.Z == value2.Z &&
value1.W == value2.W );
}
public static bool operator !=(Vector4 value1, Vector4 value2)
{
return !(value1 == value2);
}
public static Vector4 operator +(Vector4 value1, Vector4 value2)
{
value1.W += value2.W;
value1.X += value2.X;
value1.Y += value2.Y;
value1.Z += value2.Z;
return value1;
}
public static Vector4 operator -(Vector4 value1, Vector4 value2)
{
value1.W -= value2.W;
value1.X -= value2.X;
value1.Y -= value2.Y;
value1.Z -= value2.Z;
return value1;
}
public static Vector4 operator *(Vector4 value1, Vector4 value2)
{
value1.W *= value2.W;
value1.X *= value2.X;
value1.Y *= value2.Y;
value1.Z *= value2.Z;
return value1;
}
public static Vector4 operator *(Vector4 value1, float scaleFactor)
{
value1.W *= scaleFactor;
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
value1.Z *= scaleFactor;
return value1;
}
public static Vector4 operator *(float scaleFactor, Vector4 value1)
{
value1.W *= scaleFactor;
value1.X *= scaleFactor;
value1.Y *= scaleFactor;
value1.Z *= scaleFactor;
return value1;
}
public static Vector4 operator /(Vector4 value1, Vector4 value2)
{
value1.W /= value2.W;
value1.X /= value2.X;
value1.Y /= value2.Y;
value1.Z /= value2.Z;
return value1;
}
public static Vector4 operator /(Vector4 value1, float divider)
{
float factor = 1f / divider;
value1.W *= factor;
value1.X *= factor;
value1.Y *= factor;
value1.Z *= factor;
return value1;
}
#endregion
}
}