#region Using Statements using System; using System.Globalization; using ANX.Framework.NonXNA.Development; using System.ComponentModel; using ANX.Framework.Design; using ANX.Framework.NonXNA; #endregion // Using Statements // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace ANX.Framework { [PercentageComplete(100)] [Developer("xToast, GinieDp")] [TestState(TestStateAttribute.TestState.InProgress)] #if !WINDOWSMETRO [Serializable] [TypeConverter(typeof(Vector4Converter))] #endif public struct Vector4 : IEquatable { #region Fields public float X; public float Y; public float Z; public float W; // THIS ORDER OF THE FIELDS IS IMPORTANT WHEN SETTING VERTEX-BUFFERS e.g. #endregion #region Properties /// /// Returns a with all of its components set to one. /// public static Vector4 One { get { return new Vector4(1.0f, 1.0f, 1.0f, 1.0f); } } /// /// Returns the unit vector for the x-axis. /// public static Vector4 UnitX { get { return new Vector4(1.0f, 0.0f, 0.0f, 0.0f); } } /// /// Returns the unit vector for the y-axis. /// public static Vector4 UnitY { get { return new Vector4(0.0f, 1.0f, 0.0f, 0.0f); } } /// /// Returns the unit vector for the z-axis. /// public static Vector4 UnitZ { get { return new Vector4(0.0f, 0.0f, 1.0f, 0.0f); } } /// /// Returns the unit vector for the w-axis. /// public static Vector4 UnitW { get { return new Vector4(0.0f, 0.0f, 0.0f, 1.0f); } } /// /// Returns a with both of its components set to zero. /// public static Vector4 Zero { get { return new Vector4(0.0f, 0.0f, 0.0f, 0.0f); } } #endregion #region Constructors public Vector4(float value) { this.W = value; this.X = value; this.Y = value; this.Z = value; } public Vector4(float x, float y, float z, float w) { this.W = w; this.X = x; this.Y = y; this.Z = z; } public Vector4(Vector2 value, float z, float w) { this.W = w; this.X = value.X; this.Y = value.Y; this.Z = z; } public Vector4(Vector3 value, float w) { this.W = w; this.X = value.X; this.Y = value.Y; this.Z = value.Z; } #endregion #region Public Static methods public static Vector4 Add(Vector4 value1, Vector4 value2) { Vector4 result; Vector4.Add(ref value1, ref value2, out result); return result; } 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) { Vector4 result; Vector4.Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out result); return result; } 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) { Vector4 result; Vector4.CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out result); return result; } 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) { Vector4 result; Vector4.Clamp(ref value1, ref min, ref max, out result); return result; } 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) { float result; Vector4.Distance(ref value1, ref value2, out result); return result; } public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result) { Vector4 tmp; Vector4.Subtract(ref value1, ref value2, out tmp); result = tmp.Length(); } public static float DistanceSquared(Vector4 value1, Vector4 value2) { float result; Vector4.DistanceSquared(ref value1, ref value2, out result); return result; } public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result) { Vector4 tmp; Vector4.Subtract(ref value1, ref value2, out tmp); result = tmp.LengthSquared(); } public static Vector4 Divide(Vector4 value1, float divider) { Vector4 result; Vector4.Divide(ref value1, divider, out result); return result; } public static void Divide(ref Vector4 value1, float divider, out Vector4 result) { result.X = value1.X / divider; result.Y = value1.Y / divider; result.Z = value1.Z / divider; result.W = value1.W / divider; } public static Vector4 Divide(Vector4 value1, Vector4 value2) { Vector4 result; Vector4.Divide(ref value1, ref value2, out result); return result; } public static void Divide(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 float Dot(Vector4 vector1, Vector4 vector2) { float result; Vector4.Dot(ref vector1, ref vector2, out result); return result; } 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 static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount) { Vector4 result; 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.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); result.W = MathHelper.Hermite(value1.W, tangent1.W, value2.W, tangent2.W, amount); } public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount) { Vector4 result; Vector4.Lerp(ref value1, ref value2, amount, out result); return result; } 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) { Vector4 result; Vector4.Max(ref value1, ref value2, out result); return result; } public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result) { result.X = (value1.X > value2.X) ? value1.X : value2.X; result.Y = (value1.Y > value2.Y) ? value1.Y : value2.Y; result.Z = (value1.Z > value2.Z) ? value1.Z : value2.Z; result.W = (value1.W > value2.W) ? value1.W : value2.W; } public static Vector4 Min(Vector4 value1, Vector4 value2) { Vector4 result; Vector4.Min(ref value1, ref value2, out result); return result; } public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result) { result.X = (value1.X < value2.X) ? value1.X : value2.X; result.Y = (value1.Y < value2.Y) ? value1.Y : value2.Y; result.Z = (value1.Z < value2.Z) ? value1.Z : value2.Z; result.W = (value1.W < value2.W) ? value1.W : value2.W; } public static Vector4 Multiply(Vector4 value1, float scaleFactor) { Vector4 result; Vector4.Multiply(ref value1, scaleFactor, out result); return result; } public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result) { result.X = value1.X * scaleFactor; result.Y = value1.Y * scaleFactor; result.Z = value1.Z * scaleFactor; result.W = value1.W * scaleFactor; } public static Vector4 Multiply(Vector4 value1, Vector4 value2) { Vector4 result; Vector4.Multiply(ref value1, ref value2, out result); return result; } public static void Multiply(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 Negate(Vector4 value) { Vector4 result; Vector4.Negate(ref value, out result); return result; } 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 static Vector4 Normalize(Vector4 vector) { Vector4 result; Vector4.Normalize(ref vector, out result); return result; } public static void Normalize(ref Vector4 vector, out Vector4 result) { float divider = 1f / vector.Length(); result.X = vector.X * divider; result.Y = vector.Y * divider; result.Z = vector.Z * divider; result.W = vector.W * divider; } public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount) { Vector4 result; Vector4.SmoothStep(ref value1, ref value2, amount, out result); return result; } 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); } public static Vector4 Subtract(Vector4 value1, Vector4 value2) { Vector4 result; Vector4.Subtract(ref value1, ref value2, out result); return result; } public static void Subtract(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 Transform(Vector2 position, Matrix matrix) { Vector4 result; Transform(ref position, ref matrix, out result); return result; } 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 Vector4 Transform(Vector2 value, Quaternion rotation) { Vector4 result; Transform(ref value, ref rotation, out result); return result; } public static void Transform(ref Vector2 value, ref Quaternion rotation, out Vector4 result) { float twoX = rotation.X + rotation.X; float twoY = rotation.Y + rotation.Y; float twoZ = rotation.Z + rotation.Z; float twoXX = twoX * rotation.X; float twoXY = twoX * rotation.Y; float twoXZ = twoX * rotation.Z; float twoXW = twoX * rotation.W; float twoYY = twoY * rotation.Y; float twoYZ = twoY * rotation.Z; float twoYW = twoY * rotation.W; float twoZZ = twoZ * rotation.Z; float twoZW = twoZ * rotation.W; result.X = value.X * (1.0f - twoYY - twoZZ) + value.Y * (twoXY - twoZW); result.Y = value.X * (twoXY + twoZW) + value.Y * (1.0f - twoXX - twoZZ); result.Z = value.X * (twoXZ - twoYW) + value.Y * (twoYZ + twoXW); result.W = 1.0f; } public static Vector4 Transform(Vector3 position, Matrix matrix) { Vector4 result; Transform(ref position, ref matrix, out result); return result; } 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 Vector4 Transform(Vector3 value, Quaternion rotation) { Vector4 result; Transform(ref value, ref rotation, out result); return result; } public static void Transform(ref Vector3 value, ref Quaternion rotation, out Vector4 result) { float twoX = rotation.X + rotation.X; float twoY = rotation.Y + rotation.Y; float twoZ = rotation.Z + rotation.Z; float twoXX = twoX * rotation.X; float twoXY = twoX * rotation.Y; float twoXZ = twoX * rotation.Z; float twoXW = twoX * rotation.W; float twoYY = twoY * rotation.Y; float twoYZ = twoY * rotation.Z; float twoYW = twoY * rotation.W; float twoZZ = twoZ * rotation.Z; float twoZW = twoZ * rotation.W; result.X = value.X * (1.0f - twoYY - twoZZ) + value.Y * (twoXY - twoZW) + value.Z * (twoXZ + twoYW); result.Y = value.X * (twoXY + twoZW) + value.Y * (1.0f - twoXX - twoZZ) + value.Z * (twoYZ - twoXW); result.Z = value.X * (twoXZ - twoYW) + value.Y * (twoYZ + twoXW) + value.Z * (1.0f - twoXX - twoYY); result.W = 1.0f; } public static Vector4 Transform(Vector4 vector, Matrix matrix) { Vector4 result; Transform(ref vector, ref matrix, out result); return result; } public static void Transform(ref Vector4 vector, ref Matrix matrix, out Vector4 result) { result.X = (vector.X * matrix.M11) + (vector.Y * matrix.M21) + (vector.Z * matrix.M31) + (vector.W * matrix.M41); result.Y = (vector.X * matrix.M12) + (vector.Y * matrix.M22) + (vector.Z * matrix.M32) + (vector.W * matrix.M42); result.Z = (vector.X * matrix.M13) + (vector.Y * matrix.M23) + (vector.Z * matrix.M33) + (vector.W * matrix.M43); result.W = (vector.X * matrix.M14) + (vector.Y * matrix.M24) + (vector.Z * matrix.M34) + (vector.W * matrix.M44); } public static Vector4 Transform(Vector4 value, Quaternion rotation) { Vector4 result; Transform(ref value, ref rotation, out result); return result; } public static void Transform(ref Vector4 value, ref Quaternion rotation, out Vector4 result) { float twoX = rotation.X + rotation.X; float twoY = rotation.Y + rotation.Y; float twoZ = rotation.Z + rotation.Z; float twoXX = twoX * rotation.X; float twoXY = twoX * rotation.Y; float twoXZ = twoX * rotation.Z; float twoXW = twoX * rotation.W; float twoYY = twoY * rotation.Y; float twoYZ = twoY * rotation.Z; float twoYW = twoY * rotation.W; float twoZZ = twoZ * rotation.Z; float twoZW = twoZ * rotation.W; result.X = value.X * (1.0f - twoYY - twoZZ) + value.Y * (twoXY - twoZW) + value.Z * (twoXZ + twoYW); result.Y = value.X * (twoXY + twoZW) + value.Y * (1.0f - twoXX - twoZZ) + value.Z * (twoYZ - twoXW); result.Z = value.X * (twoXZ - twoYW) + value.Y * (twoYZ + twoXW) + value.Z * (1.0f - twoXX - twoYY); result.W = value.W; } public static void Transform(Vector4[] sourceArray, ref Matrix matrix, Vector4[] destinationArray) { for (int i = 0; i < sourceArray.Length; i++) Transform(ref sourceArray[i], ref matrix, out destinationArray[i]); } public static void Transform(Vector4[] sourceArray, int sourceIndex, ref Matrix matrix, Vector4[] destinationArray, int destinationIndex, int length) { length += sourceIndex; for (int i = sourceIndex; i < length; i++, destinationIndex++) Transform(ref sourceArray[i], ref matrix, out destinationArray[destinationIndex]); } public static void Transform(Vector4[] sourceArray, ref Quaternion rotation, Vector4[] destinationArray) { for (int i = 0; i < sourceArray.Length; i++) Transform(ref sourceArray[i], ref rotation, out destinationArray[i]); } public static void Transform(Vector4[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector4[] destinationArray, int destinationIndex, int length) { length += sourceIndex; for (int i = sourceIndex; i < length; i++, destinationIndex++) Transform(ref sourceArray[i], ref rotation, out destinationArray[destinationIndex]); } #endregion #region Public Methods public void Normalize() { float divider = 1f / this.Length(); this.X *= divider; this.Y *= divider; this.Z *= divider; this.W *= divider; } public override int GetHashCode() { return this.X.GetHashCode() + this.Y.GetHashCode() + this.Z.GetHashCode() + this.W.GetHashCode(); } public override string ToString() { var culture = CultureInfo.CurrentCulture; // This may look a bit more ugly, but String.Format should be avoided cause of it's bad performance! return "{X:" + X.ToString(culture) + " Y:" + Y.ToString(culture) + " Z:" + Z.ToString(culture) + " W:" + W.ToString(culture) + "}"; } public float Length() { return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z + this.W * this.W); } public float LengthSquared() { return this.X * this.X + this.Y * this.Y + this.Z * this.Z + this.W * this.W; } #endregion #region IEquatable implementation public override bool Equals(Object obj) { return (obj is Vector4) && this.Equals((Vector4)obj); } public bool Equals(Vector4 other) { return this.W == other.W && this.X == other.X && this.Y == other.Y && this.Z == other.Z; } #endregion #region Operator Overloading public static Vector4 operator +(Vector4 value1, Vector4 value2) { return new Vector4(value1.X + value2.X, value1.Y + value2.Y, value1.Z + value2.Z, value1.W + value2.W); } public static Vector4 operator /(Vector4 value1, float divider) { float fak = 1.0f / divider; return new Vector4(value1.X * fak, value1.Y * fak, value1.Z * fak, value1.W * fak); } public static Vector4 operator /(Vector4 value1, Vector4 value2) { return new Vector4(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.X.Equals(value2.X) && value1.Y.Equals(value2.Y) && value1.Z.Equals(value2.Z) && value1.W.Equals(value2.W); } public static bool operator !=(Vector4 value1, Vector4 value2) { return !value1.X.Equals(value2.X) || !value1.Y.Equals(value2.Y) || !value1.Z.Equals(value2.Z) || !value1.W.Equals(value2.W); } public static Vector4 operator *(float scaleFactor, Vector4 value) { return new Vector4(value.X * scaleFactor, value.Y * scaleFactor, value.Z * scaleFactor, value.W * scaleFactor); } public static Vector4 operator *(Vector4 value, float scaleFactor) { return new Vector4(value.X * scaleFactor, value.Y * scaleFactor, value.Z * scaleFactor, value.W * scaleFactor); } public static Vector4 operator *(Vector4 value1, Vector4 value2) { return new Vector4(value1.X * value2.X, value1.Y * value2.Y, value1.Z * value2.Z, value1.W * value2.W); } public static Vector4 operator -(Vector4 value1, Vector4 value2) { return new Vector4(value1.X - value2.X, value1.Y - value2.Y, value1.Z - value2.Z, value1.W - value2.W); } public static Vector4 operator -(Vector4 value) { return new Vector4(-value.X, -value.Y, -value.Z, -value.W); } #endregion } }