Vector4.cs 23 KB

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  1. using System;
  2. using System.Globalization;
  3. namespace PF
  4. {
  5. [Serializable]
  6. public struct Vector4: IEquatable<Vector4>
  7. {
  8. public static readonly Vector4 zero = new Vector4();
  9. public static readonly Vector4 one = new Vector4(1f, 1f, 1f, 1f);
  10. public float x;
  11. public float y;
  12. public float z;
  13. public float w;
  14. public Vector4(float x, float y, float z, float w)
  15. {
  16. this.x = x;
  17. this.y = y;
  18. this.z = z;
  19. this.w = w;
  20. }
  21. public Vector4(Vector2 value, float z, float w)
  22. {
  23. this.x = value.x;
  24. this.y = value.y;
  25. this.z = z;
  26. this.w = w;
  27. }
  28. public Vector4(Vector3 value, float w)
  29. {
  30. this.x = value.x;
  31. this.y = value.y;
  32. this.z = value.z;
  33. this.w = w;
  34. }
  35. public Vector4(float value)
  36. {
  37. this.x = this.y = this.z = this.w = value;
  38. }
  39. #if !SERVER
  40. public static implicit operator Vector4(UnityEngine.Vector4 v4)
  41. {
  42. return new Vector4(v4.x, v4.y, v4.z, v4.w);
  43. }
  44. public static implicit operator UnityEngine.Vector4(Vector4 v4)
  45. {
  46. return new UnityEngine.Vector4(v4.x, v4.y, v4.z, v4.w);
  47. }
  48. #endif
  49. public override string ToString()
  50. {
  51. CultureInfo currentCulture = CultureInfo.CurrentCulture;
  52. return string.Format((IFormatProvider) currentCulture, "{0}, {1}, {2}, {3}", (object) this.x.ToString((IFormatProvider) currentCulture),
  53. (object) this.y.ToString((IFormatProvider) currentCulture),
  54. (object) this.z.ToString((IFormatProvider) currentCulture),
  55. (object) this.w.ToString((IFormatProvider) currentCulture));
  56. }
  57. public bool Equals(Vector4 other)
  58. {
  59. if ((double) this.x == (double) other.x && (double) this.y == (double) other.y && (double) this.z == (double) other.z)
  60. return (double) this.w == (double) other.w;
  61. return false;
  62. }
  63. public override bool Equals(object obj)
  64. {
  65. bool flag = false;
  66. if (obj is Vector4)
  67. flag = this.Equals((Vector4) obj);
  68. return flag;
  69. }
  70. public override int GetHashCode()
  71. {
  72. return this.x.GetHashCode() + this.y.GetHashCode() + this.z.GetHashCode() + this.w.GetHashCode();
  73. }
  74. public float Length()
  75. {
  76. return (float) Math.Sqrt((double) this.x * (double) this.x + (double) this.y * (double) this.y + (double) this.z * (double) this.z +
  77. (double) this.w * (double) this.w);
  78. }
  79. public float LengthSquared()
  80. {
  81. return (float) ((double) this.x * (double) this.x + (double) this.y * (double) this.y + (double) this.z * (double) this.z +
  82. (double) this.w * (double) this.w);
  83. }
  84. public static float Distance(Vector4 value1, Vector4 value2)
  85. {
  86. float num1 = value1.x - value2.x;
  87. float num2 = value1.y - value2.y;
  88. float num3 = value1.z - value2.z;
  89. float num4 = value1.w - value2.w;
  90. return (float) Math.Sqrt((double) num1 * (double) num1 + (double) num2 * (double) num2 + (double) num3 * (double) num3 +
  91. (double) num4 * (double) num4);
  92. }
  93. public static void Distance(ref Vector4 value1, ref Vector4 value2, out float result)
  94. {
  95. float num1 = value1.x - value2.x;
  96. float num2 = value1.y - value2.y;
  97. float num3 = value1.z - value2.z;
  98. float num4 = value1.w - value2.w;
  99. float num5 = (float) ((double) num1 * (double) num1 + (double) num2 * (double) num2 + (double) num3 * (double) num3 +
  100. (double) num4 * (double) num4);
  101. result = (float) Math.Sqrt((double) num5);
  102. }
  103. public static float DistanceSquared(Vector4 value1, Vector4 value2)
  104. {
  105. float num1 = value1.x - value2.x;
  106. float num2 = value1.y - value2.y;
  107. float num3 = value1.z - value2.z;
  108. float num4 = value1.w - value2.w;
  109. return (float) ((double) num1 * (double) num1 + (double) num2 * (double) num2 + (double) num3 * (double) num3 +
  110. (double) num4 * (double) num4);
  111. }
  112. public static void DistanceSquared(ref Vector4 value1, ref Vector4 value2, out float result)
  113. {
  114. float num1 = value1.x - value2.x;
  115. float num2 = value1.y - value2.y;
  116. float num3 = value1.z - value2.z;
  117. float num4 = value1.w - value2.w;
  118. result = (float) ((double) num1 * (double) num1 + (double) num2 * (double) num2 + (double) num3 * (double) num3 +
  119. (double) num4 * (double) num4);
  120. }
  121. public static float Dot(Vector4 vector1, Vector4 vector2)
  122. {
  123. return (float) ((double) vector1.x * (double) vector2.x + (double) vector1.y * (double) vector2.y +
  124. (double) vector1.z * (double) vector2.z + (double) vector1.w * (double) vector2.w);
  125. }
  126. public static void Dot(ref Vector4 vector1, ref Vector4 vector2, out float result)
  127. {
  128. result = (float) ((double) vector1.x * (double) vector2.x + (double) vector1.y * (double) vector2.y +
  129. (double) vector1.z * (double) vector2.z + (double) vector1.w * (double) vector2.w);
  130. }
  131. public void Normalize()
  132. {
  133. float num1 = (float) ((double) this.x * (double) this.x + (double) this.y * (double) this.y + (double) this.z * (double) this.z +
  134. (double) this.w * (double) this.w);
  135. if ((double) num1 < (double) Mathf.Epsilon)
  136. return;
  137. float num2 = 1f / (float) Math.Sqrt((double) num1);
  138. this.x *= num2;
  139. this.y *= num2;
  140. this.z *= num2;
  141. this.w *= num2;
  142. }
  143. public static Vector4 Normalize(Vector4 vector)
  144. {
  145. float num1 = (float) ((double) vector.x * (double) vector.x + (double) vector.y * (double) vector.y +
  146. (double) vector.z * (double) vector.z + (double) vector.w * (double) vector.w);
  147. if ((double) num1 < (double) Mathf.Epsilon)
  148. return vector;
  149. float num2 = 1f / (float) Math.Sqrt((double) num1);
  150. Vector4 vector4;
  151. vector4.x = vector.x * num2;
  152. vector4.y = vector.y * num2;
  153. vector4.z = vector.z * num2;
  154. vector4.w = vector.w * num2;
  155. return vector4;
  156. }
  157. public static void Normalize(ref Vector4 vector, out Vector4 result)
  158. {
  159. float num1 = (float) ((double) vector.x * (double) vector.x + (double) vector.y * (double) vector.y +
  160. (double) vector.z * (double) vector.z + (double) vector.w * (double) vector.w);
  161. if ((double) num1 < (double) Mathf.Epsilon)
  162. {
  163. result = vector;
  164. }
  165. else
  166. {
  167. float num2 = 1f / (float) Math.Sqrt((double) num1);
  168. result.x = vector.x * num2;
  169. result.y = vector.y * num2;
  170. result.z = vector.z * num2;
  171. result.w = vector.w * num2;
  172. }
  173. }
  174. public static Vector4 Min(Vector4 value1, Vector4 value2)
  175. {
  176. Vector4 vector4;
  177. vector4.x = (double) value1.x < (double) value2.x? value1.x : value2.x;
  178. vector4.y = (double) value1.y < (double) value2.y? value1.y : value2.y;
  179. vector4.z = (double) value1.z < (double) value2.z? value1.z : value2.z;
  180. vector4.w = (double) value1.w < (double) value2.w? value1.w : value2.w;
  181. return vector4;
  182. }
  183. public static void Min(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
  184. {
  185. result.x = (double) value1.x < (double) value2.x? value1.x : value2.x;
  186. result.y = (double) value1.y < (double) value2.y? value1.y : value2.y;
  187. result.z = (double) value1.z < (double) value2.z? value1.z : value2.z;
  188. result.w = (double) value1.w < (double) value2.w? value1.w : value2.w;
  189. }
  190. public static Vector4 Max(Vector4 value1, Vector4 value2)
  191. {
  192. Vector4 vector4;
  193. vector4.x = (double) value1.x > (double) value2.x? value1.x : value2.x;
  194. vector4.y = (double) value1.y > (double) value2.y? value1.y : value2.y;
  195. vector4.z = (double) value1.z > (double) value2.z? value1.z : value2.z;
  196. vector4.w = (double) value1.w > (double) value2.w? value1.w : value2.w;
  197. return vector4;
  198. }
  199. public static void Max(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
  200. {
  201. result.x = (double) value1.x > (double) value2.x? value1.x : value2.x;
  202. result.y = (double) value1.y > (double) value2.y? value1.y : value2.y;
  203. result.z = (double) value1.z > (double) value2.z? value1.z : value2.z;
  204. result.w = (double) value1.w > (double) value2.w? value1.w : value2.w;
  205. }
  206. public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max)
  207. {
  208. float x = value1.x;
  209. float num1 = (double) x > (double) max.x? max.x : x;
  210. float num2 = (double) num1 < (double) min.x? min.x : num1;
  211. float y = value1.y;
  212. float num3 = (double) y > (double) max.y? max.y : y;
  213. float num4 = (double) num3 < (double) min.y? min.y : num3;
  214. float z = value1.z;
  215. float num5 = (double) z > (double) max.z? max.z : z;
  216. float num6 = (double) num5 < (double) min.z? min.z : num5;
  217. float w = value1.w;
  218. float num7 = (double) w > (double) max.w? max.w : w;
  219. float num8 = (double) num7 < (double) min.w? min.w : num7;
  220. Vector4 vector4;
  221. vector4.x = num2;
  222. vector4.y = num4;
  223. vector4.z = num6;
  224. vector4.w = num8;
  225. return vector4;
  226. }
  227. public static void Clamp(ref Vector4 value1, ref Vector4 min, ref Vector4 max, out Vector4 result)
  228. {
  229. float x = value1.x;
  230. float num1 = (double) x > (double) max.x? max.x : x;
  231. float num2 = (double) num1 < (double) min.x? min.x : num1;
  232. float y = value1.y;
  233. float num3 = (double) y > (double) max.y? max.y : y;
  234. float num4 = (double) num3 < (double) min.y? min.y : num3;
  235. float z = value1.z;
  236. float num5 = (double) z > (double) max.z? max.z : z;
  237. float num6 = (double) num5 < (double) min.z? min.z : num5;
  238. float w = value1.w;
  239. float num7 = (double) w > (double) max.w? max.w : w;
  240. float num8 = (double) num7 < (double) min.w? min.w : num7;
  241. result.x = num2;
  242. result.y = num4;
  243. result.z = num6;
  244. result.w = num8;
  245. }
  246. public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
  247. {
  248. Vector4 vector4;
  249. vector4.x = value1.x + (value2.x - value1.x) * amount;
  250. vector4.y = value1.y + (value2.y - value1.y) * amount;
  251. vector4.z = value1.z + (value2.z - value1.z) * amount;
  252. vector4.w = value1.w + (value2.w - value1.w) * amount;
  253. return vector4;
  254. }
  255. public static void Lerp(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
  256. {
  257. result.x = value1.x + (value2.x - value1.x) * amount;
  258. result.y = value1.y + (value2.y - value1.y) * amount;
  259. result.z = value1.z + (value2.z - value1.z) * amount;
  260. result.w = value1.w + (value2.w - value1.w) * amount;
  261. }
  262. public static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount)
  263. {
  264. amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount);
  265. amount = (float) ((double) amount * (double) amount * (3.0 - 2.0 * (double) amount));
  266. Vector4 vector4;
  267. vector4.x = value1.x + (value2.x - value1.x) * amount;
  268. vector4.y = value1.y + (value2.y - value1.y) * amount;
  269. vector4.z = value1.z + (value2.z - value1.z) * amount;
  270. vector4.w = value1.w + (value2.w - value1.w) * amount;
  271. return vector4;
  272. }
  273. public static void SmoothStep(ref Vector4 value1, ref Vector4 value2, float amount, out Vector4 result)
  274. {
  275. amount = (double) amount > 1.0? 1f : ((double) amount < 0.0? 0.0f : amount);
  276. amount = (float) ((double) amount * (double) amount * (3.0 - 2.0 * (double) amount));
  277. result.x = value1.x + (value2.x - value1.x) * amount;
  278. result.y = value1.y + (value2.y - value1.y) * amount;
  279. result.z = value1.z + (value2.z - value1.z) * amount;
  280. result.w = value1.w + (value2.w - value1.w) * amount;
  281. }
  282. public static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount)
  283. {
  284. float num1 = amount * amount;
  285. float num2 = amount * num1;
  286. float num3 = (float) (2.0 * (double) num2 - 3.0 * (double) num1 + 1.0);
  287. float num4 = (float) (-2.0 * (double) num2 + 3.0 * (double) num1);
  288. float num5 = num2 - 2f * num1 + amount;
  289. float num6 = num2 - num1;
  290. Vector4 vector4;
  291. vector4.x = (float) ((double) value1.x * (double) num3 + (double) value2.x * (double) num4 + (double) tangent1.x * (double) num5 +
  292. (double) tangent2.x * (double) num6);
  293. vector4.y = (float) ((double) value1.y * (double) num3 + (double) value2.y * (double) num4 + (double) tangent1.y * (double) num5 +
  294. (double) tangent2.y * (double) num6);
  295. vector4.z = (float) ((double) value1.z * (double) num3 + (double) value2.z * (double) num4 + (double) tangent1.z * (double) num5 +
  296. (double) tangent2.z * (double) num6);
  297. vector4.w = (float) ((double) value1.w * (double) num3 + (double) value2.w * (double) num4 + (double) tangent1.w * (double) num5 +
  298. (double) tangent2.w * (double) num6);
  299. return vector4;
  300. }
  301. public static void Hermite(
  302. ref Vector4 value1, ref Vector4 tangent1, ref Vector4 value2, ref Vector4 tangent2, float amount, out Vector4 result)
  303. {
  304. float num1 = amount * amount;
  305. float num2 = amount * num1;
  306. float num3 = (float) (2.0 * (double) num2 - 3.0 * (double) num1 + 1.0);
  307. float num4 = (float) (-2.0 * (double) num2 + 3.0 * (double) num1);
  308. float num5 = num2 - 2f * num1 + amount;
  309. float num6 = num2 - num1;
  310. result.x = (float) ((double) value1.x * (double) num3 + (double) value2.x * (double) num4 + (double) tangent1.x * (double) num5 +
  311. (double) tangent2.x * (double) num6);
  312. result.y = (float) ((double) value1.y * (double) num3 + (double) value2.y * (double) num4 + (double) tangent1.y * (double) num5 +
  313. (double) tangent2.y * (double) num6);
  314. result.z = (float) ((double) value1.z * (double) num3 + (double) value2.z * (double) num4 + (double) tangent1.z * (double) num5 +
  315. (double) tangent2.z * (double) num6);
  316. result.w = (float) ((double) value1.w * (double) num3 + (double) value2.w * (double) num4 + (double) tangent1.w * (double) num5 +
  317. (double) tangent2.w * (double) num6);
  318. }
  319. public static Vector4 Project(Vector4 vector, Vector4 onNormal)
  320. {
  321. return onNormal * Vector4.Dot(vector, onNormal) / Vector4.Dot(onNormal, onNormal);
  322. }
  323. public static void Project(ref Vector4 vector, ref Vector4 onNormal, out Vector4 result)
  324. {
  325. result = onNormal * Vector4.Dot(vector, onNormal) / Vector4.Dot(onNormal, onNormal);
  326. }
  327. public static Vector4 Negate(Vector4 value)
  328. {
  329. Vector4 vector4;
  330. vector4.x = -value.x;
  331. vector4.y = -value.y;
  332. vector4.z = -value.z;
  333. vector4.w = -value.w;
  334. return vector4;
  335. }
  336. public static void Negate(ref Vector4 value, out Vector4 result)
  337. {
  338. result.x = -value.x;
  339. result.y = -value.y;
  340. result.z = -value.z;
  341. result.w = -value.w;
  342. }
  343. public static Vector4 Add(Vector4 value1, Vector4 value2)
  344. {
  345. Vector4 vector4;
  346. vector4.x = value1.x + value2.x;
  347. vector4.y = value1.y + value2.y;
  348. vector4.z = value1.z + value2.z;
  349. vector4.w = value1.w + value2.w;
  350. return vector4;
  351. }
  352. public static void Add(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
  353. {
  354. result.x = value1.x + value2.x;
  355. result.y = value1.y + value2.y;
  356. result.z = value1.z + value2.z;
  357. result.w = value1.w + value2.w;
  358. }
  359. public static Vector4 Sub(Vector4 value1, Vector4 value2)
  360. {
  361. Vector4 vector4;
  362. vector4.x = value1.x - value2.x;
  363. vector4.y = value1.y - value2.y;
  364. vector4.z = value1.z - value2.z;
  365. vector4.w = value1.w - value2.w;
  366. return vector4;
  367. }
  368. public static void Sub(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
  369. {
  370. result.x = value1.x - value2.x;
  371. result.y = value1.y - value2.y;
  372. result.z = value1.z - value2.z;
  373. result.w = value1.w - value2.w;
  374. }
  375. public static Vector4 Multiply(Vector4 value1, Vector4 value2)
  376. {
  377. Vector4 vector4;
  378. vector4.x = value1.x * value2.x;
  379. vector4.y = value1.y * value2.y;
  380. vector4.z = value1.z * value2.z;
  381. vector4.w = value1.w * value2.w;
  382. return vector4;
  383. }
  384. public static void Multiply(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
  385. {
  386. result.x = value1.x * value2.x;
  387. result.y = value1.y * value2.y;
  388. result.z = value1.z * value2.z;
  389. result.w = value1.w * value2.w;
  390. }
  391. public static Vector4 Multiply(Vector4 value1, float scaleFactor)
  392. {
  393. Vector4 vector4;
  394. vector4.x = value1.x * scaleFactor;
  395. vector4.y = value1.y * scaleFactor;
  396. vector4.z = value1.z * scaleFactor;
  397. vector4.w = value1.w * scaleFactor;
  398. return vector4;
  399. }
  400. public static void Multiply(ref Vector4 value1, float scaleFactor, out Vector4 result)
  401. {
  402. result.x = value1.x * scaleFactor;
  403. result.y = value1.y * scaleFactor;
  404. result.z = value1.z * scaleFactor;
  405. result.w = value1.w * scaleFactor;
  406. }
  407. public static Vector4 Divide(Vector4 value1, Vector4 value2)
  408. {
  409. Vector4 vector4;
  410. vector4.x = value1.x / value2.x;
  411. vector4.y = value1.y / value2.y;
  412. vector4.z = value1.z / value2.z;
  413. vector4.w = value1.w / value2.w;
  414. return vector4;
  415. }
  416. public static void Divide(ref Vector4 value1, ref Vector4 value2, out Vector4 result)
  417. {
  418. result.x = value1.x / value2.x;
  419. result.y = value1.y / value2.y;
  420. result.z = value1.z / value2.z;
  421. result.w = value1.w / value2.w;
  422. }
  423. public static Vector4 Divide(Vector4 value1, float divider)
  424. {
  425. float num = 1f / divider;
  426. Vector4 vector4;
  427. vector4.x = value1.x * num;
  428. vector4.y = value1.y * num;
  429. vector4.z = value1.z * num;
  430. vector4.w = value1.w * num;
  431. return vector4;
  432. }
  433. public static void Divide(ref Vector4 value1, float divider, out Vector4 result)
  434. {
  435. float num = 1f / divider;
  436. result.x = value1.x * num;
  437. result.y = value1.y * num;
  438. result.z = value1.z * num;
  439. result.w = value1.w * num;
  440. }
  441. public static Vector4 operator -(Vector4 value)
  442. {
  443. Vector4 vector4;
  444. vector4.x = -value.x;
  445. vector4.y = -value.y;
  446. vector4.z = -value.z;
  447. vector4.w = -value.w;
  448. return vector4;
  449. }
  450. public static bool operator ==(Vector4 value1, Vector4 value2)
  451. {
  452. if ((double) value1.x == (double) value2.x && (double) value1.y == (double) value2.y && (double) value1.z == (double) value2.z)
  453. return (double) value1.w == (double) value2.w;
  454. return false;
  455. }
  456. public static bool operator !=(Vector4 value1, Vector4 value2)
  457. {
  458. if ((double) value1.x == (double) value2.x && (double) value1.y == (double) value2.y && (double) value1.z == (double) value2.z)
  459. return (double) value1.w != (double) value2.w;
  460. return true;
  461. }
  462. public static Vector4 operator +(Vector4 value1, Vector4 value2)
  463. {
  464. Vector4 vector4;
  465. vector4.x = value1.x + value2.x;
  466. vector4.y = value1.y + value2.y;
  467. vector4.z = value1.z + value2.z;
  468. vector4.w = value1.w + value2.w;
  469. return vector4;
  470. }
  471. public static Vector4 operator -(Vector4 value1, Vector4 value2)
  472. {
  473. Vector4 vector4;
  474. vector4.x = value1.x - value2.x;
  475. vector4.y = value1.y - value2.y;
  476. vector4.z = value1.z - value2.z;
  477. vector4.w = value1.w - value2.w;
  478. return vector4;
  479. }
  480. public static Vector4 operator *(Vector4 value1, Vector4 value2)
  481. {
  482. Vector4 vector4;
  483. vector4.x = value1.x * value2.x;
  484. vector4.y = value1.y * value2.y;
  485. vector4.z = value1.z * value2.z;
  486. vector4.w = value1.w * value2.w;
  487. return vector4;
  488. }
  489. public static Vector4 operator *(Vector4 value1, float scaleFactor)
  490. {
  491. Vector4 vector4;
  492. vector4.x = value1.x * scaleFactor;
  493. vector4.y = value1.y * scaleFactor;
  494. vector4.z = value1.z * scaleFactor;
  495. vector4.w = value1.w * scaleFactor;
  496. return vector4;
  497. }
  498. public static Vector4 operator *(float scaleFactor, Vector4 value1)
  499. {
  500. Vector4 vector4;
  501. vector4.x = value1.x * scaleFactor;
  502. vector4.y = value1.y * scaleFactor;
  503. vector4.z = value1.z * scaleFactor;
  504. vector4.w = value1.w * scaleFactor;
  505. return vector4;
  506. }
  507. public static Vector4 operator /(Vector4 value1, Vector4 value2)
  508. {
  509. Vector4 vector4;
  510. vector4.x = value1.x / value2.x;
  511. vector4.y = value1.y / value2.y;
  512. vector4.z = value1.z / value2.z;
  513. vector4.w = value1.w / value2.w;
  514. return vector4;
  515. }
  516. public static Vector4 operator /(Vector4 value1, float divider)
  517. {
  518. float num = 1f / divider;
  519. Vector4 vector4;
  520. vector4.x = value1.x * num;
  521. vector4.y = value1.y * num;
  522. vector4.z = value1.z * num;
  523. vector4.w = value1.w * num;
  524. return vector4;
  525. }
  526. }
  527. }