Opentk/Source/OpenTK/Math/Vector4.cs

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#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
namespace OpenTK.Math
{
/// <summary>
/// Represents a four-dimensional vector.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Vector4
{
#region Fields
/// <summary>
/// The X component of the Vector4.
/// </summary>
public float X;
/// <summary>
/// The Y component of the Vector4.
/// </summary>
public float Y;
/// <summary>
/// The Z component of the Vector4.
/// </summary>
public float Z;
/// <summary>
/// The Z component of the Vector4.
/// </summary>
public float W;
#endregion
#region Constructors
/// <summary>
/// Constructs a new Vector4.
/// </summary>
/// <param name="x">The x component of the Vector4.</param>
/// <param name="y">The y component of the Vector4.</param>
/// <param name="z">The z component of the Vector4.</param>
/// <param name="w">The z component of the Vector4.</param>
public Vector4(float x, float y, float z, float w)
{
X = x;
Y = y;
Z = z;
W = w;
}
/// <summary>
/// Constructs a new Vector4 from the given Vector2.
/// </summary>
/// <param name="v">The Vector2 to copy components from.</param>
public Vector4(Vector2 v)
{
X = v.X;
Y = v.Y;
Z = 0.0f;
W = 0.0f;
}
/// <summary>
/// Constructs a new Vector4 from the given Vector3.
/// </summary>
/// <param name="v">The Vector3 to copy components from.</param>
public Vector4(Vector3 v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
W = 0.0f;
}
/// <summary>
/// Constructs a new Vector4 from the given Vector4.
/// </summary>
/// <param name="v">The Vector4 to copy components from.</param>
public Vector4(Vector4 v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
W = v.W;
}
#endregion
#region Functions
#region public Vector4 Add(Vector4 right)
/// <summary>
/// Adds the given Vector4 to the current Vector4. W-coordinate remains unaffected.
/// </summary>
/// <param name="right">The right operand of the addition.</param>
/// <returns>A new Vector4 containing the result of the addition.</returns>
public Vector4 Add(Vector4 right)
{
X += right.X;
Y += right.Y;
Z += right.Z;
W += right.W;
return this;
}
#endregion
#region public Vector4 Sub(Vector4 right)
/// <summary>
/// Subtracts the given Vector4 from the current Vector4.
/// </summary>
/// <param name="right">The right operand of the subtraction.</param>
/// <returns>A new Vector4 containing the result of the subtraction.</returns>
public Vector4 Sub(Vector4 right)
{
X -= right.X;
Y -= right.Y;
Z -= right.Z;
W -= right.W;
return this;
}
#endregion
#region public float Dot(Vector4 right)
/// <summary>
/// Computes the dot product between the current Vector4 and the given Vector4.
/// </summary>
/// <param name="right">The right operand of the dot product.</param>
/// <returns>A float containing the result of the dot product.</returns>
public float Dot(Vector4 right)
{
return X * right.X + Y * right.Y + Z * right.Z + W * right.W;
}
#endregion
#region public float Length
/// <summary>
/// Gets the length (magnitude) of the vector.
/// </summary>
/// <see cref="FastLength"/>
/// <seealso cref="LengthSquared"/>
public float Length
{
get
{
return (float)System.Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
}
}
#endregion
#region public float LengthFast
/// <summary>
/// Gets an approximation of the vector length (magnitude).
/// </summary>
/// <remarks>
/// This property uses an approximation of the square root function to calculate vector magnitude, with
/// an upper error bound of 0.001.
/// </remarks>
/// <see cref="Length"/>
/// <seealso cref="LengthSquared"/>
/// <seealso cref="OpenTK.Math.FastSqrt"/>
public float LengthFast
{
get
{
return 1.0f / OpenTK.Math.Functions.InverseSqrtFast(X * X + Y * Y + Z * Z + W * W);
}
}
#endregion
#region public float LengthSquared
/// <summary>
/// Gets the square of the vector length (magnitude).
/// </summary>
/// <remarks>
/// This property avoids the costly square root operation required by the Length property. This makes it more suitable
/// for comparisons.
/// </remarks>
/// <see cref="Length"/>
/// <seealso cref="FastLength"/>
public float LengthSquared
{
get
{
return X * X + Y * Y + Z * Z + W * W;
}
}
#endregion
#region public Vector4 Normalize()
/// <summary>
/// Scales the Vector4 to unit length.
/// </summary>
/// <returns>The normalized version of the current vector.</returns>
public Vector4 Normalize()
{
float scale = 1.0f / this.Length;
X *= scale;
Y *= scale;
Z *= scale;
W *= scale;
return this;
}
#endregion
#region public Vector4 NormalizeFast()
/// <summary>
/// Scales the Vector4 to approximately unit length.
/// </summary>
/// <returns>The normalized version of the current vector.</returns>
public Vector4 NormalizeFast()
{
float scale = Functions.InverseSqrtFast(X * X + Y * Y + Z * Z);
X *= scale;
Y *= scale;
Z *= scale;
W *= scale;
return this;
}
#endregion
#region public Vector4 Scale(float sx, float sy, float sz, float sw)
/// <summary>
/// Scales the current Vector4 by the given amounts.
/// </summary>
/// <param name="sx">The scale of the X component.</param>
/// <param name="sy">The scale of the Y component.</param>
/// <param name="sz">The scale of the Z component.</param>
/// <param name="sw">The scale of the Z component.</param>
/// <returns>The current Vector4, scaled.</returns>
public Vector4 Scale(float sx, float sy, float sz, float sw)
{
return new Vector4(X * sx, Y * sy, Z * sz, W * sw);
}
#endregion
#endregion
#region Operator overloads
public static Vector4 operator +(Vector4 left, Vector4 right)
{
return left.Add(right);
}
public static Vector4 operator -(Vector4 left, Vector4 right)
{
return left.Sub(right);
}
[CLSCompliant(false)]
unsafe public static explicit operator float*(Vector4 v)
{
return &v.X;
}
public static explicit operator IntPtr(Vector4 v)
{
unsafe
{
return (IntPtr)(&v.X);
}
}
#endregion
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public override string ToString()
{
return String.Format("({0}, {1}, {2}, {3})", X, Y, Z, W);
}
}
}