// Decompiled with JetBrains decompiler // Type: Microsoft.Iris.Render.Vector4 // Assembly: UIX.RenderApi, Version=4.8.0.0, Culture=neutral, PublicKeyToken=ddd0da4d3e678217 // MVID: D47658B8-A8EA-43D6-8837-ECE823BFFFC1 // Assembly location: C:\Program Files\Zune\UIX.RenderApi.dll using Microsoft.Iris.Render.Internal; using System; using System.Text; namespace Microsoft.Iris.Render { [Serializable] public struct Vector4 { private float m_x; private float m_y; private float m_z; private float m_w; public static readonly Vector4 Zero = new Vector4(0.0f, 0.0f, 0.0f, 0.0f); public static readonly Vector4 UnitVector = new Vector4(1f, 1f, 1f, 1f); public Vector4(float x, float y, float z, float w) { this.m_x = x; this.m_y = y; this.m_z = z; this.m_w = w; } internal Vector4(double x, double y, double z, double w) : this((float)x, (float)y, (float)z, (float)w) { } public float X { get => this.m_x; set => this.m_x = value; } public float Y { get => this.m_y; set => this.m_y = value; } public float Z { get => this.m_z; set => this.m_z = value; } public float W { get => this.m_w; set => this.m_w = value; } public static Vector4 operator +(Vector4 left, Vector4 right) => new Vector4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W); public static Vector4 Add(Vector4 left, Vector4 right) => left + right; public static Vector4 operator -(Vector4 left, Vector4 right) => new Vector4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W); public static Vector4 operator -(Vector4 left) => new Vector4(-left.X, -left.Y, -left.Z, -left.W); public static Vector4 Subtract(Vector4 left, Vector4 right) => left - right; public static Vector4 operator *(Vector4 left, Vector4 right) => new Vector4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W); public static Vector4 Multiply(Vector4 left, Vector4 right) => left * right; public static Vector4 operator *(Vector4 vector, float scalar) => new Vector4(vector.X * scalar, vector.Y * scalar, vector.Z * scalar, vector.W * scalar); public static Vector4 Multiply(Vector4 vector, float scalar) => vector * scalar; public static Vector4 operator /(Vector4 left, Vector4 right) => new Vector4(left.X / right.X, left.Y / right.Y, left.Z / right.Z, left.W / right.W); public static Vector4 Divide(Vector4 left, Vector4 right) => left / right; public static Vector4 operator /(Vector4 vector, float scalar) => new Vector4(vector.X / scalar, vector.Y / scalar, vector.Z / scalar, vector.W / scalar); public static Vector4 Divide(Vector4 vector, float scalar) => vector / scalar; internal void Normalize() { float flValue1 = (float)(m_x * (double)this.m_x + m_y * (double)this.m_y + m_z * (double)this.m_z + m_w * (double)this.m_w); if (Math2.WithinEpsilon(flValue1, 1f)) return; if (flValue1 > 1.40129846432482E-45) { float num = (float)Math.Sqrt(flValue1); this.m_x /= num; this.m_y /= num; this.m_z /= num; this.m_w /= num; } else { this.m_x = 0.0f; this.m_y = 0.0f; this.m_z = 0.0f; this.m_w = 0.0f; } } public override bool Equals(object obj) => obj is Vector4 vector4 && this == vector4; public static bool operator ==(Vector4 left, Vector4 right) => left.X == (double)right.X && left.Y == (double)right.Y && left.Z == (double)right.Z && left.W == (double)right.W; public static bool operator !=(Vector4 left, Vector4 right) => !(left == right); public override int GetHashCode() => this.X.GetHashCode() ^ this.Y.GetHashCode() ^ this.Z.GetHashCode() ^ this.W.GetHashCode(); public override string ToString() => base.ToString(); internal string ToDxShaderString() { StringBuilder stringBuilder = new StringBuilder(128); stringBuilder.Append("{"); stringBuilder.Append(this.X); stringBuilder.Append(", "); stringBuilder.Append(this.Y); stringBuilder.Append(", "); stringBuilder.Append(this.Z); stringBuilder.Append(", "); stringBuilder.Append(this.W); stringBuilder.Append("}"); return stringBuilder.ToString(); } public bool IsApproximate(Vector4 vector) => Math2.WithinEpsilon(this.m_x, vector.m_x) && Math2.WithinEpsilon(this.m_y, vector.m_y) && Math2.WithinEpsilon(this.m_z, vector.m_z) && Math2.WithinEpsilon(this.m_w, vector.m_w); } }