// MIT License - Copyright (C) The Mono.Xna Team // This file is subject to the terms and conditions defined in // file 'LICENSE.txt', which is part of this source code package. using System; using System.Text; using System.Runtime.Serialization; using System.Diagnostics; namespace CommonLang.Geometry { public struct Vector4 : IEquatable { #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 public float X; public float Y; public float Z; public float W; #endregion Public Fields #region Properties /// /// Returns a Vector4 with components 0, 0, 0, 0. /// public static Vector4 Zero { get { return zeroVector; } } /// /// Returns a Vector4 with components 1, 1, 1, 1. /// public static Vector4 One { get { return unitVector; } } /// /// Returns a Vector4 with components 1, 0, 0, 0. /// public static Vector4 UnitX { get { return unitXVector; } } /// /// Returns a Vector4 with components 0, 1, 0, 0. /// public static Vector4 UnitY { get { return unitYVector; } } /// /// Returns a Vector4 with components 0, 0, 1, 0. /// public static Vector4 UnitZ { get { return unitZVector; } } /// /// Returns a Vector4 with components 0, 0, 0, 1. /// 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 /// /// Performs vector addition on and . /// /// The first vector to add. /// The second vector to add. /// The result of the vector addition. public static Vector4 Add(Vector4 value1, Vector4 value2) { value1.X += value2.X; value1.Y += value2.Y; value1.Z += value2.Z; value1.W += value2.W; return value1; } /// /// Performs vector addition on and /// , storing the result of the /// addition in . /// /// The first vector to add. /// The second vector to add. /// The result of the vector addition. public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result) { result.X = value1.X + value2.X; result.Y = value1.Y + value2.Y; result.Z = value1.Z + value2.Z; result.W = value1.W + value2.W; } 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)); } 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); } 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)); } 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); } 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.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); } 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) { 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); } 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.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); } 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.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); } 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.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); } 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.X = -value.X; result.Y = -value.Y; result.Z = -value.Z; result.W = -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) { 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)); } 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); } /// /// Performs vector subtraction on and . /// /// The vector to be subtracted from. /// The vector to be subtracted from . /// The result of the vector subtraction. 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; } /// /// Performs vector subtraction on and . /// /// The vector to be subtracted from. /// The vector to be subtracted from . /// The result of the vector subtraction. 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.X = (position.X * matrix.M11) + (position.Y * matrix.M21) + matrix.M41; result.Y = (position.X * matrix.M12) + (position.Y * matrix.M22) + matrix.M42; result.Z = (position.X * matrix.M13) + (position.Y * matrix.M23) + matrix.M43; result.W = (position.X * matrix.M14) + (position.Y * matrix.M24) + matrix.M44; } public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result) { result.X = (position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41; result.Y = (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42; result.Z = (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43; result.W = (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) { var x = (vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41); var y = (vector.X * matrix.M12) + (vector.Y * matrix.M22) + (vector.Z * matrix.M32) + (vector.W * matrix.M42); var z = (vector.X * matrix.M13) + (vector.Y * matrix.M23) + (vector.Z * matrix.M33) + (vector.W * matrix.M43); var 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; } internal string DebugDisplayString { get { return string.Concat( this.X.ToString(), " ", this.Y.ToString(), " ", this.Z.ToString(), " ", this.W.ToString() ); } } 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 } }