90 public Vector4(
float x,
float y,
float z,
float w)
689 float z = position.
Z;
class f__AnonymousType0<< Count > j__TPar
static float Distance(Vector4 value1, Vector4 value2)
override bool Equals(object obj)
static void Transform(Vector4 vector, Matrix matrix, [Out] Vector4 result)
static void Divide(Vector4 value1, float divider, [Out] Vector4 result)
static void Multiply(Vector4 value1, Vector4 value2, [Out] Vector4 result)
static float Dot(Vector4 vector1, Vector4 vector2)
static void Transform(Vector2 position, Matrix matrix, [Out] Vector4 result)
static void Transform(Vector3 value, Quaternion rotation, [Out] Vector4 result)
static Vector4 unitZVector
static void Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount, [Out] Vector4 result)
static void Add(Vector4 value1, Vector4 value2, [Out] Vector4 result)
static void Distance(Vector4 value1, Vector4 value2, [Out] float result)
static void Transform(Vector4[] sourceArray, Quaternion rotation, Vector4[] destinationArray)
static Vector4 unitVector
static Vector4 operator-(Vector4 value)
static Vector4 Transform(Vector3 value, Quaternion rotation)
override int GetHashCode()
Vector4(Vector2 value, float z, float w)
static Vector4 Transform(Vector4 vector, Matrix matrix)
static Vector4 Transform(Vector3 position, Matrix matrix)
static Vector4 Transform(Vector4 value, Quaternion rotation)
static void Multiply(Vector4 value1, float scaleFactor, [Out] Vector4 result)
static void Transform(Vector4 value, Quaternion rotation, [Out] Vector4 result)
static Vector4 Divide(Vector4 value1, Vector4 value2)
static bool operator!=(Vector4 value1, Vector4 value2)
static void Dot(Vector4 vector1, Vector4 vector2, [Out] float result)
static Vector4 Normalize(Vector4 vector)
static void Transform(Vector4[] sourceArray, int sourceIndex, Quaternion rotation, Vector4[] destinationArray, int destinationIndex, int length)
static Vector4 Transform(Vector2 value, Quaternion rotation)
static Vector4 unitYVector
static Vector4 Transform(Vector2 position, Matrix matrix)
static Vector4 Min(Vector4 value1, Vector4 value2)
static Vector4 Divide(Vector4 value1, float divider)
static Vector4 Subtract(Vector4 value1, Vector4 value2)
static void Normalize(Vector4 vector, [Out] Vector4 result)
static void Transform(Vector4[] sourceArray, Matrix matrix, Vector4[] destinationArray)
bool Equals(Vector4 other)
static void Transform(Vector4[] sourceArray, int sourceIndex, Matrix matrix, Vector4[] destinationArray, int destinationIndex, int length)
static Vector4 Add(Vector4 value1, Vector4 value2)
static void Min(Vector4 value1, Vector4 value2, [Out] Vector4 result)
static Vector4 CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount)
static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount)
static Vector4 SmoothStep(Vector4 value1, Vector4 value2, float amount)
static Vector4 operator+(Vector4 value1, Vector4 value2)
static Vector4 Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2)
Vector4(Vector3 value, float w)
static void Barycentric(Vector4 value1, Vector4 value2, Vector4 value3, float amount1, float amount2, [Out] Vector4 result)
static void Lerp(Vector4 value1, Vector4 value2, float amount, [Out] Vector4 result)
static void Clamp(Vector4 value1, Vector4 min, Vector4 max, [Out] Vector4 result)
static void CatmullRom(Vector4 value1, Vector4 value2, Vector4 value3, Vector4 value4, float amount, [Out] Vector4 result)
static void Transform(Vector2 value, Quaternion rotation, [Out] Vector4 result)
static void DistanceSquared(Vector4 value1, Vector4 value2, [Out] float result)
static Vector4 operator/(Vector4 value1, Vector4 value2)
static Vector4 Max(Vector4 value1, Vector4 value2)
static Vector4 Multiply(Vector4 value1, float scaleFactor)
static Vector4 unitWVector
static void Max(Vector4 value1, Vector4 value2, [Out] Vector4 result)
static void Transform(Vector3 position, Matrix matrix, [Out] Vector4 result)
override string ToString()
static void Divide(Vector4 value1, Vector4 value2, [Out] Vector4 result)
static Vector4 unitXVector
static float DistanceSquared(Vector4 value1, Vector4 value2)
static Vector4 zeroVector
static void Negate(Vector4 value, [Out] Vector4 result)
static Vector4 Negate(Vector4 value)
Vector4(float x, float y, float z, float w)
static void Subtract(Vector4 value1, Vector4 value2, [Out] Vector4 result)
static bool operator==(Vector4 value1, Vector4 value2)
static void SmoothStep(Vector4 value1, Vector4 value2, float amount, [Out] Vector4 result)
static Vector4 Multiply(Vector4 value1, Vector4 value2)
static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max)
static Vector4 Hermite(Vector4 value1, Vector4 tangent1, Vector4 value2, Vector4 tangent2, float amount)
static Vector4 operator*(Vector4 value1, Vector4 value2)