#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
{
///
/// Represents a four-dimensional vector.
///
[StructLayout(LayoutKind.Sequential)]
public struct Vector4
{
#region Fields
///
/// The X component of the Vector4.
///
public float X;
///
/// The Y component of the Vector4.
///
public float Y;
///
/// The Z component of the Vector4.
///
public float Z;
///
/// The Z component of the Vector4.
///
public float W;
#endregion
#region Constructors
///
/// Constructs a new Vector4.
///
/// The x component of the Vector4.
/// The y component of the Vector4.
/// The z component of the Vector4.
/// The z component of the Vector4.
public Vector4(float x, float y, float z, float w)
{
X = x;
Y = y;
Z = z;
W = w;
}
///
/// Constructs a new Vector4 from the given Vector2.
///
/// The Vector2 to copy components from.
public Vector4(Vector2 v)
{
X = v.X;
Y = v.Y;
Z = 0.0f;
W = 0.0f;
}
///
/// Constructs a new Vector4 from the given Vector3.
///
/// The Vector3 to copy components from.
public Vector4(Vector3 v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
W = 0.0f;
}
///
/// Constructs a new Vector4 from the given Vector4.
///
/// The Vector4 to copy components from.
public Vector4(Vector4 v)
{
X = v.X;
Y = v.Y;
Z = v.Z;
W = v.W;
}
#endregion
#region Functions
#region Add
///
/// Adds the given Vector2 to the current Vector4.
///
/// The right operand of the addition.
/// A new Vector4 containing the result of the addition.
public Vector4 Add(Vector2 right)
{
return new Vector4(X + right.X, Y + right.Y, Z, W);
}
///
/// Adds the given Vector3 to the current Vector4.
///
/// The right operand of the addition.
/// A new Vector4 containing the result of the addition.
public Vector4 Add(Vector3 right)
{
return new Vector4(X + right.X, Y + right.Y, Z + right.Z, W);
}
///
/// Adds the given Vector4 to the current Vector4. W-coordinate remains unaffected.
///
/// The right operand of the addition.
/// A new Vector4 containing the result of the addition.
public Vector4 Add(Vector4 right)
{
return new Vector4(X + right.X, Y + right.Y, Z + right.Z, W + right.W);
}
#endregion
#region Sub
///
/// Subtracts the given Vector2 from the current Vector4.
///
/// The right operand of the subtraction.
/// A new Vector4 containing the result of the subtraction.
public Vector4 Sub(Vector2 right)
{
return new Vector4(X - right.X, Y - right.Y, Z, W);
}
///
/// Subtracts the given Vector3 from the current Vector4.
///
/// The right operand of the subtraction.
/// A new Vector4 containing the result of the subtraction.
public Vector4 Sub(Vector3 right)
{
return new Vector4(X - right.X, Y - right.Y, Z - right.Z, W);
}
///
/// Subtracts the given Vector4 from the current Vector4.
///
/// The right operand of the subtraction.
/// A new Vector4 containing the result of the subtraction.
public Vector4 Sub(Vector4 right)
{
return new Vector4(X - right.X, Y - right.Y, Z - right.Z, W - right.W);
}
#endregion
#region Dot
///
/// Computes the dot product between the current Vector4 and the given Vector2.
///
/// The right operand of the dot product.
/// A float containing the result of the dot product.
public float Dot(Vector2 right)
{
return X * right.X + Y * right.Y;
}
///
/// Computes the dot product between the current Vector4 and the given Vector3.
///
/// The right operand of the dot product.
/// A float containing the result of the dot product.
public float Dot(Vector3 right)
{
return X * right.X + Y * right.Y + Z * right.Z;
}
///
/// Computes the dot product between the current Vector4 and the given Vector4.
///
/// The right operand of the dot product.
/// A float containing the result of the dot product.
public float Dot(Vector4 right)
{
return X * right.X + Y * right.Y + Z * right.Z + W * right.W;
}
#endregion
/*
#region Cross
///
/// Computes the cross product between the current and the given Vector3.
///
/// The right operand of the cross product
/// A new Vector3 containing the result of the computation.
public Vector3 Cross(Vector3 right)
{
return new Vector3(
Y * right.Z - Z * right.Y,
Z * right.X - X * right.Z,
X * right.Y - Y * right.X);
}
#endregion
*/
#region public float Length
///
/// Gets the length of the vector.
///
public float Length
{
get
{
return (float)System.Math.Sqrt(this.LengthSquared);
}
}
#endregion
#region public float LengthSquared
///
/// Gets the square of the vector length.
///
public float LengthSquared
{
get
{
return X * X + Y * Y + Z * Z + W * W;
}
}
#endregion
#region public Vector4 Normalize()
///
/// Scales the Vector4 to unit length.
///
/// The normalized version of the current vector.
public Vector4 Normalize()
{
float length = this.Length;
return new Vector4(X / length, Y / Length, Z / length, W / length);
}
#endregion
#region public Vector2 Scale(float sx, float sy, float sz, float sw)
///
/// Scales the current Vector4 by the given amounts.
///
/// The scale of the X component.
/// The scale of the Y component.
/// The scale of the Z component.
/// The scale of the Z component.
/// A new, scaled Vector4.
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, Vector2 right)
{
return left.Add(right);
}
public static Vector4 operator +(Vector4 left, Vector3 right)
{
return left.Add(right);
}
public static Vector4 operator +(Vector4 left, Vector4 right)
{
return left.Add(right);
}
public static Vector4 operator -(Vector4 left, Vector2 right)
{
return left.Sub(right);
}
public static Vector4 operator -(Vector4 left, Vector3 right)
{
return left.Sub(right);
}
public static Vector4 operator -(Vector4 left, Vector4 right)
{
return left.Sub(right);
}
[CLSCompliant(false)]
unsafe public static implicit operator float*(Vector4 v)
{
return &v.X;
}
#endregion
public override string ToString()
{
return String.Format("({0}, {1}, {2}, {3})", X, Y, Z, W);
}
}
}