/MonoGame.Framework/Vector4.cs
https://bitbucket.org/refuzion/monogame · C# · 689 lines · 570 code · 95 blank · 24 comment · 16 complexity · 4c2fcec769d568233e22ea3ffe5e9507 MD5 · raw file
- #region License
- /*
- MIT License
- Copyright © 2006 The Mono.Xna Team
- All rights reserved.
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all
- copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- SOFTWARE.
- */
- #endregion License
- using System;
- using System.Text;
- using System.Runtime.Serialization;
- namespace Microsoft.Xna.Framework
- {
- [DataContract]
- public struct Vector4 : IEquatable<Vector4>
- {
- #region Private Fields
- private static Vector4 zeroVector = new Vector4();
- private static Vector4 unitVector = new Vector4(1f, 1f, 1f, 1f);
- private static Vector4 unitXVector = new Vector4(1f, 0f, 0f, 0f);
- private static Vector4 unitYVector = new Vector4(0f, 1f, 0f, 0f);
- private static Vector4 unitZVector = new Vector4(0f, 0f, 1f, 0f);
- private static Vector4 unitWVector = new Vector4(0f, 0f, 0f, 1f);
- #endregion Private Fields
- #region Public Fields
-
- [DataMember]
- public float X;
- [DataMember]
- public float Y;
-
- [DataMember]
- public float Z;
-
- [DataMember]
- public float W;
- #endregion Public Fields
- #region Properties
- public static Vector4 Zero
- {
- get { return zeroVector; }
- }
- public static Vector4 One
- {
- get { return unitVector; }
- }
- public static Vector4 UnitX
- {
- get { return unitXVector; }
- }
- public static Vector4 UnitY
- {
- get { return unitYVector; }
- }
- public static Vector4 UnitZ
- {
- get { return unitZVector; }
- }
- public static Vector4 UnitW
- {
- get { return unitWVector; }
- }
- #endregion Properties
- #region Constructors
- public Vector4(float x, float y, float z, float w)
- {
- this.X = x;
- this.Y = y;
- this.Z = z;
- this.W = w;
- }
- public Vector4(Vector2 value, float z, float w)
- {
- this.X = value.X;
- this.Y = value.Y;
- this.Z = z;
- this.W = w;
- }
- public Vector4(Vector3 value, float w)
- {
- this.X = value.X;
- this.Y = value.Y;
- this.Z = value.Z;
- this.W = w;
- }
- public Vector4(float value)
- {
- this.X = value;
- this.Y = value;
- this.Z = value;
- this.W = value;
- }
- #endregion
- #region Public Methods
- 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;
- }
- 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;
- }
- public static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2)
- {
- #if(USE_FARSEER)
- return new Vector4(
- SilverSpriteMathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
- SilverSpriteMathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
- SilverSpriteMathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
- SilverSpriteMathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
- #else
- 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));
- #endif
- }
- public static void Barycentric(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, float amount1, float amount2, out Vector4 result)
- {
- #if(USE_FARSEER)
- result = new Vector4(
- SilverSpriteMathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
- SilverSpriteMathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
- SilverSpriteMathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2),
- SilverSpriteMathHelper.Barycentric(value1.W, value2.W, value3.W, amount1, amount2));
- #else
- result = 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));
- #endif
- }
- public static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount)
- {
- #if(USE_FARSEER)
- return new Vector4(
- SilverSpriteMathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
- SilverSpriteMathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
- SilverSpriteMathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
- SilverSpriteMathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
- #else
- 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));
- #endif
- }
- public static void CatmullRom(ref Vector4 value1, ref Vector4 value2, ref Vector4 value3, ref Vector4 value4, float amount, out Vector4 result)
- {
- #if(USE_FARSEER)
- result = new Vector4(
- SilverSpriteMathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
- SilverSpriteMathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
- SilverSpriteMathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount),
- SilverSpriteMathHelper.CatmullRom(value1.W, value2.W, value3.W, value4.W, amount));
- #else
- result = 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));
- #endif
- }
- 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));
- }
- public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result)
- {
- result = 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));
- }
- public static float Distance(Vector4 value1, Vector4 value2)
- {
- return (float)Math.Sqrt(DistanceSquared(value1, value2));
- }
- public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result)
- {
- result = (float)Math.Sqrt(DistanceSquared(value1, value2));
- }
- public static float DistanceSquared(Vector4 value1, Vector4 value2)
- {
- float result;
- DistanceSquared(ref value1, ref value2, out result);
- return result;
- }
- 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);
- }
- 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;
- }
- 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;
- }
- 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;
- }
- 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;
- }
- 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;
- }
- 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;
- }
- public override bool Equals(object obj)
- {
- return (obj is Vector4) ? this == (Vector4)obj : false;
- }
- public bool Equals(Vector4 other)
- {
- return this.W == other.W
- && this.X == other.X
- && this.Y == other.Y
- && this.Z == other.Z;
- }
- public override int GetHashCode()
- {
- return (int)(this.W + this.X + this.Y + this.Y);
- }
- public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount)
- {
- Vector4 result = new Vector4();
- Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
- return result;
- }
- public static void Hermite(ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result)
- {
- #if(USE_FARSEER)
- result.W = SilverSpriteMathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount);
- result.X = SilverSpriteMathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
- result.Y = SilverSpriteMathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
- result.Z = SilverSpriteMathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
- #else
- 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);
- #endif
- }
- public float Length()
- {
- float result;
- DistanceSquared(ref this, ref zeroVector, out result);
- return (float)Math.Sqrt(result);
- }
- public float LengthSquared()
- {
- float result;
- DistanceSquared(ref this, ref zeroVector, out result);
- return result;
- }
- 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));
- }
- public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
- {
- result = 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));
- }
- 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));
- }
- public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
- {
- result = 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));
- }
- 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));
- }
- public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
- {
- result = 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));
- }
- 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;
- }
- public static Vector4 Multiply(Vector4 value1, float scaleFactor)
- {
- value1.W *= scaleFactor;
- value1.X *= scaleFactor;
- value1.Y *= scaleFactor;
- value1.Z *= scaleFactor;
- return value1;
- }
- 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;
- }
- 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;
- }
- public static Vector4 Negate(Vector4 value)
- {
- value = new Vector4(-value.X, -value.Y, -value.Z, -value.W);
- return value;
- }
- public static void Negate(ref Vector4 value, out Vector4 result)
- {
- result = new Vector4(-value.X, -value.Y, -value.Z,-value.W);
- }
- public void Normalize()
- {
- Normalize(ref this, out this);
- }
- public static Vector4 Normalize(Vector4 vector)
- {
- Normalize(ref vector, out vector);
- return vector;
- }
- public static void Normalize(ref Vector4 vector, out Vector4 result)
- {
- float factor;
- DistanceSquared(ref vector, ref zeroVector, out factor);
- factor = 1f / (float)Math.Sqrt(factor);
- result.W = vector.W * factor;
- result.X = vector.X * factor;
- result.Y = vector.Y * factor;
- result.Z = vector.Z * factor;
- }
- public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount)
- {
- #if(USE_FARSEER)
- return new Vector4(
- SilverSpriteMathHelper.SmoothStep(value1.X, value2.X, amount),
- SilverSpriteMathHelper.SmoothStep(value1.Y, value2.Y, amount),
- SilverSpriteMathHelper.SmoothStep(value1.Z, value2.Z, amount),
- SilverSpriteMathHelper.SmoothStep(value1.W, value2.W, amount));
- #else
- 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));
- #endif
- }
- public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
- {
- #if(USE_FARSEER)
- result = new Vector4(
- SilverSpriteMathHelper.SmoothStep(value1.X, value2.X, amount),
- SilverSpriteMathHelper.SmoothStep(value1.Y, value2.Y, amount),
- SilverSpriteMathHelper.SmoothStep(value1.Z, value2.Z, amount),
- SilverSpriteMathHelper.SmoothStep(value1.W, value2.W, amount));
- #else
- result = 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));
- #endif
- }
- 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;
- }
- 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;
- }
- public static Vector4 Transform(Vector2 position, Matrix matrix)
- {
- Vector4 result;
- Transform(ref position, ref matrix, out result);
- return result;
- }
- public static Vector4 Transform(Vector3 position, Matrix matrix)
- {
- Vector4 result;
- Transform(ref position, ref matrix, out result);
- return result;
- }
- public static Vector4 Transform(Vector4 vector, Matrix matrix)
- {
- Transform(ref vector, ref matrix, out vector);
- return vector;
- }
- public static void Transform(ref Vector2 position, ref Matrix 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);
- }
- public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result)
- {
- result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41,
- (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42,
- (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43,
- (position.X * matrix.M14) + (position.Y * matrix.M24) + (position.Z * matrix.M34) + matrix.M44);
- }
- public static void Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result)
- {
- result = new Vector4((vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41),
- (vector.X * matrix.M12) + (vector.Y * matrix.M22) + (vector.Z * matrix.M32) + (vector.W * matrix.M42),
- (vector.X * matrix.M13) + (vector.Y * matrix.M23) + (vector.Z * matrix.M33) + (vector.W * matrix.M43),
- (vector.X * matrix.M14) + (vector.Y * matrix.M24) + (vector.Z * matrix.M34) + (vector.W * matrix.M44));
- }
- public override string ToString()
- {
- StringBuilder sb = new StringBuilder(32);
- sb.Append("{X:");
- sb.Append(this.X);
- sb.Append(" Y:");
- sb.Append(this.Y);
- sb.Append(" Z:");
- sb.Append(this.Z);
- sb.Append(" W:");
- sb.Append(this.W);
- sb.Append("}");
- return sb.ToString();
- }
- #endregion Public Methods
- #region 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.W == value2.W
- && value1.X == value2.X
- && value1.Y == value2.Y
- && value1.Z == value2.Z;
- }
- 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 Operators
- }
- }