TrueSync-Math/TrueSync-Math/Math/TSVector.cs

843 lines
31 KiB
C#

/* Copyright (C) <2009-2011> <Thorben Linneweber, Jitter Physics>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
using System;
namespace TrueSync
{
/// <summary>
/// A vector structure.
/// </summary>
public struct TSVector
{
private static FP ZeroEpsilonSq = TSMath.Epsilon;
internal static TSVector InternalZero;
internal static TSVector Arbitrary;
/// <summary>The X component of the vector.</summary>
public FP x;
/// <summary>The Y component of the vector.</summary>
public FP y;
/// <summary>The Z component of the vector.</summary>
public FP z;
#region Static readonly variables
/// <summary>
/// A vector with components (0,0,0);
/// </summary>
public static readonly TSVector zero;
/// <summary>
/// A vector with components (-1,0,0);
/// </summary>
public static readonly TSVector left;
/// <summary>
/// A vector with components (1,0,0);
/// </summary>
public static readonly TSVector right;
/// <summary>
/// A vector with components (0,1,0);
/// </summary>
public static readonly TSVector up;
/// <summary>
/// A vector with components (0,-1,0);
/// </summary>
public static readonly TSVector down;
/// <summary>
/// A vector with components (0,0,-1);
/// </summary>
public static readonly TSVector back;
/// <summary>
/// A vector with components (0,0,1);
/// </summary>
public static readonly TSVector forward;
/// <summary>
/// A vector with components (1,1,1);
/// </summary>
public static readonly TSVector one;
/// <summary>
/// A vector with components
/// (FP.MinValue,FP.MinValue,FP.MinValue);
/// </summary>
public static readonly TSVector MinValue;
/// <summary>
/// A vector with components
/// (FP.MaxValue,FP.MaxValue,FP.MaxValue);
/// </summary>
public static readonly TSVector MaxValue;
#endregion
#region Private static constructor
static TSVector()
{
one = new TSVector(1, 1, 1);
zero = new TSVector(0, 0, 0);
left = new TSVector(-1, 0, 0);
right = new TSVector(1, 0, 0);
up = new TSVector(0, 1, 0);
down = new TSVector(0, -1, 0);
back = new TSVector(0, 0, -1);
forward = new TSVector(0, 0, 1);
MinValue = new TSVector(FP.MinValue);
MaxValue = new TSVector(FP.MaxValue);
Arbitrary = new TSVector(1, 1, 1);
InternalZero = zero;
}
#endregion
public static TSVector Abs(TSVector other) {
return new TSVector(FP.Abs(other.x), FP.Abs(other.y), FP.Abs(other.z));
}
/// <summary>
/// Gets the squared length of the vector.
/// </summary>
/// <returns>Returns the squared length of the vector.</returns>
public FP sqrMagnitude {
get {
return (((this.x * this.x) + (this.y * this.y)) + (this.z * this.z));
}
}
/// <summary>
/// Gets the length of the vector.
/// </summary>
/// <returns>Returns the length of the vector.</returns>
public FP magnitude {
get {
FP num = ((this.x * this.x) + (this.y * this.y)) + (this.z * this.z);
return FP.Sqrt(num);
}
}
public static TSVector ClampMagnitude(TSVector vector, FP maxLength) {
return Normalize(vector) * maxLength;
}
/// <summary>
/// Gets a normalized version of the vector.
/// </summary>
/// <returns>Returns a normalized version of the vector.</returns>
public TSVector normalized {
get {
TSVector result = new TSVector(this.x, this.y, this.z);
result.Normalize();
return result;
}
}
/// <summary>
/// Constructor initializing a new instance of the structure
/// </summary>
/// <param name="x">The X component of the vector.</param>
/// <param name="y">The Y component of the vector.</param>
/// <param name="z">The Z component of the vector.</param>
public TSVector(int x,int y,int z)
{
this.x = (FP)x;
this.y = (FP)y;
this.z = (FP)z;
}
public TSVector(FP x, FP y, FP z)
{
this.x = x;
this.y = y;
this.z = z;
}
/// <summary>
/// Multiplies each component of the vector by the same components of the provided vector.
/// </summary>
public void Scale(TSVector other) {
this.x = x * other.x;
this.y = y * other.y;
this.z = z * other.z;
}
/// <summary>
/// Sets all vector component to specific values.
/// </summary>
/// <param name="x">The X component of the vector.</param>
/// <param name="y">The Y component of the vector.</param>
/// <param name="z">The Z component of the vector.</param>
public void Set(FP x, FP y, FP z)
{
this.x = x;
this.y = y;
this.z = z;
}
/// <summary>
/// Constructor initializing a new instance of the structure
/// </summary>
/// <param name="xyz">All components of the vector are set to xyz</param>
public TSVector(FP xyz)
{
this.x = xyz;
this.y = xyz;
this.z = xyz;
}
public static TSVector Lerp(TSVector from, TSVector to, FP percent) {
return from + (to - from) * percent;
}
/// <summary>
/// Builds a string from the JVector.
/// </summary>
/// <returns>A string containing all three components.</returns>
#region public override string ToString()
public override string ToString() {
return string.Format("({0:f1}, {1:f1}, {2:f1})", x.AsFloat(), y.AsFloat(), z.AsFloat());
}
#endregion
/// <summary>
/// Tests if an object is equal to this vector.
/// </summary>
/// <param name="obj">The object to test.</param>
/// <returns>Returns true if they are euqal, otherwise false.</returns>
#region public override bool Equals(object obj)
public override bool Equals(object obj)
{
if (!(obj is TSVector)) return false;
TSVector other = (TSVector)obj;
return (((x == other.x) && (y == other.y)) && (z == other.z));
}
#endregion
/// <summary>
/// Multiplies each component of the vector by the same components of the provided vector.
/// </summary>
public static TSVector Scale(TSVector vecA, TSVector vecB) {
TSVector result;
result.x = vecA.x * vecB.x;
result.y = vecA.y * vecB.y;
result.z = vecA.z * vecB.z;
return result;
}
/// <summary>
/// Tests if two JVector are equal.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <returns>Returns true if both values are equal, otherwise false.</returns>
#region public static bool operator ==(JVector value1, JVector value2)
public static bool operator ==(TSVector value1, TSVector value2)
{
return (((value1.x == value2.x) && (value1.y == value2.y)) && (value1.z == value2.z));
}
#endregion
/// <summary>
/// Tests if two JVector are not equal.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <returns>Returns false if both values are equal, otherwise true.</returns>
#region public static bool operator !=(JVector value1, JVector value2)
public static bool operator !=(TSVector value1, TSVector value2)
{
if ((value1.x == value2.x) && (value1.y == value2.y))
{
return (value1.z != value2.z);
}
return true;
}
#endregion
/// <summary>
/// Gets a vector with the minimum x,y and z values of both vectors.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <returns>A vector with the minimum x,y and z values of both vectors.</returns>
#region public static JVector Min(JVector value1, JVector value2)
public static TSVector Min(TSVector value1, TSVector value2)
{
TSVector result;
TSVector.Min(ref value1, ref value2, out result);
return result;
}
/// <summary>
/// Gets a vector with the minimum x,y and z values of both vectors.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <param name="result">A vector with the minimum x,y and z values of both vectors.</param>
public static void Min(ref TSVector value1, ref TSVector value2, out TSVector 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;
}
#endregion
/// <summary>
/// Gets a vector with the maximum x,y and z values of both vectors.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <returns>A vector with the maximum x,y and z values of both vectors.</returns>
#region public static JVector Max(JVector value1, JVector value2)
public static TSVector Max(TSVector value1, TSVector value2)
{
TSVector result;
TSVector.Max(ref value1, ref value2, out result);
return result;
}
public static FP Distance(TSVector v1, TSVector v2) {
return FP.Sqrt ((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z));
}
/// <summary>
/// Gets a vector with the maximum x,y and z values of both vectors.
/// </summary>
/// <param name="value1">The first value.</param>
/// <param name="value2">The second value.</param>
/// <param name="result">A vector with the maximum x,y and z values of both vectors.</param>
public static void Max(ref TSVector value1, ref TSVector value2, out TSVector 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;
}
#endregion
/// <summary>
/// Sets the length of the vector to zero.
/// </summary>
#region public void MakeZero()
public void MakeZero()
{
x = FP.Zero;
y = FP.Zero;
z = FP.Zero;
}
#endregion
/// <summary>
/// Checks if the length of the vector is zero.
/// </summary>
/// <returns>Returns true if the vector is zero, otherwise false.</returns>
#region public bool IsZero()
public bool IsZero()
{
return (this.sqrMagnitude == FP.Zero);
}
/// <summary>
/// Checks if the length of the vector is nearly zero.
/// </summary>
/// <returns>Returns true if the vector is nearly zero, otherwise false.</returns>
public bool IsNearlyZero()
{
return (this.sqrMagnitude < ZeroEpsilonSq);
}
#endregion
/// <summary>
/// Transforms a vector by the given matrix.
/// </summary>
/// <param name="position">The vector to transform.</param>
/// <param name="matrix">The transform matrix.</param>
/// <returns>The transformed vector.</returns>
#region public static JVector Transform(JVector position, JMatrix matrix)
public static TSVector Transform(TSVector position, TSMatrix matrix)
{
TSVector result;
TSVector.Transform(ref position, ref matrix, out result);
return result;
}
/// <summary>
/// Transforms a vector by the given matrix.
/// </summary>
/// <param name="position">The vector to transform.</param>
/// <param name="matrix">The transform matrix.</param>
/// <param name="result">The transformed vector.</param>
public static void Transform(ref TSVector position, ref TSMatrix matrix, out TSVector result)
{
FP num0 = ((position.x * matrix.M11) + (position.y * matrix.M21)) + (position.z * matrix.M31);
FP num1 = ((position.x * matrix.M12) + (position.y * matrix.M22)) + (position.z * matrix.M32);
FP num2 = ((position.x * matrix.M13) + (position.y * matrix.M23)) + (position.z * matrix.M33);
result.x = num0;
result.y = num1;
result.z = num2;
}
/// <summary>
/// Transforms a vector by the transposed of the given Matrix.
/// </summary>
/// <param name="position">The vector to transform.</param>
/// <param name="matrix">The transform matrix.</param>
/// <param name="result">The transformed vector.</param>
public static void TransposedTransform(ref TSVector position, ref TSMatrix matrix, out TSVector result)
{
FP num0 = ((position.x * matrix.M11) + (position.y * matrix.M12)) + (position.z * matrix.M13);
FP num1 = ((position.x * matrix.M21) + (position.y * matrix.M22)) + (position.z * matrix.M23);
FP num2 = ((position.x * matrix.M31) + (position.y * matrix.M32)) + (position.z * matrix.M33);
result.x = num0;
result.y = num1;
result.z = num2;
}
#endregion
/// <summary>
/// Calculates the dot product of two vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <returns>Returns the dot product of both vectors.</returns>
#region public static FP Dot(JVector vector1, JVector vector2)
public static FP Dot(TSVector vector1, TSVector vector2)
{
return TSVector.Dot(ref vector1, ref vector2);
}
/// <summary>
/// Calculates the dot product of both vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <returns>Returns the dot product of both vectors.</returns>
public static FP Dot(ref TSVector vector1, ref TSVector vector2)
{
return ((vector1.x * vector2.x) + (vector1.y * vector2.y)) + (vector1.z * vector2.z);
}
#endregion
// Projects a vector onto another vector.
public static TSVector Project(TSVector vector, TSVector onNormal)
{
FP sqrtMag = Dot(onNormal, onNormal);
if (sqrtMag < TSMath.Epsilon)
return zero;
else
return onNormal * Dot(vector, onNormal) / sqrtMag;
}
// Projects a vector onto a plane defined by a normal orthogonal to the plane.
public static TSVector ProjectOnPlane(TSVector vector, TSVector planeNormal)
{
return vector - Project(vector, planeNormal);
}
// Returns the angle in degrees between /from/ and /to/. This is always the smallest
public static FP Angle(TSVector from, TSVector to)
{
return TSMath.Acos(TSMath.Clamp(Dot(from.normalized, to.normalized), -FP.ONE, FP.ONE)) * TSMath.Rad2Deg;
}
// The smaller of the two possible angles between the two vectors is returned, therefore the result will never be greater than 180 degrees or smaller than -180 degrees.
// If you imagine the from and to vectors as lines on a piece of paper, both originating from the same point, then the /axis/ vector would point up out of the paper.
// The measured angle between the two vectors would be positive in a clockwise direction and negative in an anti-clockwise direction.
public static FP SignedAngle(TSVector from, TSVector to, TSVector axis)
{
TSVector fromNorm = from.normalized, toNorm = to.normalized;
FP unsignedAngle = TSMath.Acos(TSMath.Clamp(Dot(fromNorm, toNorm), -FP.ONE, FP.ONE)) * TSMath.Rad2Deg;
FP sign = TSMath.Sign(Dot(axis, Cross(fromNorm, toNorm)));
return unsignedAngle * sign;
}
/// <summary>
/// Adds two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The sum of both vectors.</returns>
#region public static void Add(JVector value1, JVector value2)
public static TSVector Add(TSVector value1, TSVector value2)
{
TSVector result;
TSVector.Add(ref value1, ref value2, out result);
return result;
}
/// <summary>
/// Adds to vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The sum of both vectors.</param>
public static void Add(ref TSVector value1, ref TSVector value2, out TSVector result)
{
FP num0 = value1.x + value2.x;
FP num1 = value1.y + value2.y;
FP num2 = value1.z + value2.z;
result.x = num0;
result.y = num1;
result.z = num2;
}
#endregion
/// <summary>
/// Divides a vector by a factor.
/// </summary>
/// <param name="value1">The vector to divide.</param>
/// <param name="scaleFactor">The scale factor.</param>
/// <returns>Returns the scaled vector.</returns>
public static TSVector Divide(TSVector value1, FP scaleFactor) {
TSVector result;
TSVector.Divide(ref value1, scaleFactor, out result);
return result;
}
/// <summary>
/// Divides a vector by a factor.
/// </summary>
/// <param name="value1">The vector to divide.</param>
/// <param name="scaleFactor">The scale factor.</param>
/// <param name="result">Returns the scaled vector.</param>
public static void Divide(ref TSVector value1, FP scaleFactor, out TSVector result) {
result.x = value1.x / scaleFactor;
result.y = value1.y / scaleFactor;
result.z = value1.z / scaleFactor;
}
/// <summary>
/// Subtracts two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The difference of both vectors.</returns>
#region public static JVector Subtract(JVector value1, JVector value2)
public static TSVector Subtract(TSVector value1, TSVector value2)
{
TSVector result;
TSVector.Subtract(ref value1, ref value2, out result);
return result;
}
/// <summary>
/// Subtracts to vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">The difference of both vectors.</param>
public static void Subtract(ref TSVector value1, ref TSVector value2, out TSVector result)
{
FP num0 = value1.x - value2.x;
FP num1 = value1.y - value2.y;
FP num2 = value1.z - value2.z;
result.x = num0;
result.y = num1;
result.z = num2;
}
#endregion
/// <summary>
/// The cross product of two vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <returns>The cross product of both vectors.</returns>
#region public static JVector Cross(JVector vector1, JVector vector2)
public static TSVector Cross(TSVector vector1, TSVector vector2)
{
TSVector result;
TSVector.Cross(ref vector1, ref vector2, out result);
return result;
}
/// <summary>
/// The cross product of two vectors.
/// </summary>
/// <param name="vector1">The first vector.</param>
/// <param name="vector2">The second vector.</param>
/// <param name="result">The cross product of both vectors.</param>
public static void Cross(ref TSVector vector1, ref TSVector vector2, out TSVector result)
{
FP num3 = (vector1.y * vector2.z) - (vector1.z * vector2.y);
FP num2 = (vector1.z * vector2.x) - (vector1.x * vector2.z);
FP num = (vector1.x * vector2.y) - (vector1.y * vector2.x);
result.x = num3;
result.y = num2;
result.z = num;
}
#endregion
/// <summary>
/// Gets the hashcode of the vector.
/// </summary>
/// <returns>Returns the hashcode of the vector.</returns>
#region public override int GetHashCode()
public override int GetHashCode()
{
return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode();
}
#endregion
/// <summary>
/// Inverses the direction of the vector.
/// </summary>
#region public static JVector Negate(JVector value)
public void Negate()
{
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
}
/// <summary>
/// Inverses the direction of a vector.
/// </summary>
/// <param name="value">The vector to inverse.</param>
/// <returns>The negated vector.</returns>
public static TSVector Negate(TSVector value)
{
TSVector result;
TSVector.Negate(ref value,out result);
return result;
}
/// <summary>
/// Inverses the direction of a vector.
/// </summary>
/// <param name="value">The vector to inverse.</param>
/// <param name="result">The negated vector.</param>
public static void Negate(ref TSVector value, out TSVector result)
{
FP num0 = -value.x;
FP num1 = -value.y;
FP num2 = -value.z;
result.x = num0;
result.y = num1;
result.z = num2;
}
#endregion
/// <summary>
/// Normalizes the given vector.
/// </summary>
/// <param name="value">The vector which should be normalized.</param>
/// <returns>A normalized vector.</returns>
#region public static JVector Normalize(JVector value)
public static TSVector Normalize(TSVector value)
{
TSVector result;
TSVector.Normalize(ref value, out result);
return result;
}
/// <summary>
/// Normalizes this vector.
/// </summary>
public void Normalize()
{
FP num2 = ((this.x * this.x) + (this.y * this.y)) + (this.z * this.z);
FP num = FP.One / FP.Sqrt(num2);
this.x *= num;
this.y *= num;
this.z *= num;
}
/// <summary>
/// Normalizes the given vector.
/// </summary>
/// <param name="value">The vector which should be normalized.</param>
/// <param name="result">A normalized vector.</param>
public static void Normalize(ref TSVector value, out TSVector result)
{
FP num2 = ((value.x * value.x) + (value.y * value.y)) + (value.z * value.z);
FP num = FP.One / FP.Sqrt(num2);
result.x = value.x * num;
result.y = value.y * num;
result.z = value.z * num;
}
#endregion
#region public static void Swap(ref JVector vector1, ref JVector vector2)
/// <summary>
/// Swaps the components of both vectors.
/// </summary>
/// <param name="vector1">The first vector to swap with the second.</param>
/// <param name="vector2">The second vector to swap with the first.</param>
public static void Swap(ref TSVector vector1, ref TSVector vector2)
{
FP temp;
temp = vector1.x;
vector1.x = vector2.x;
vector2.x = temp;
temp = vector1.y;
vector1.y = vector2.y;
vector2.y = temp;
temp = vector1.z;
vector1.z = vector2.z;
vector2.z = temp;
}
#endregion
/// <summary>
/// Multiply a vector with a factor.
/// </summary>
/// <param name="value1">The vector to multiply.</param>
/// <param name="scaleFactor">The scale factor.</param>
/// <returns>Returns the multiplied vector.</returns>
#region public static JVector Multiply(JVector value1, FP scaleFactor)
public static TSVector Multiply(TSVector value1, FP scaleFactor)
{
TSVector result;
TSVector.Multiply(ref value1, scaleFactor, out result);
return result;
}
/// <summary>
/// Multiply a vector with a factor.
/// </summary>
/// <param name="value1">The vector to multiply.</param>
/// <param name="scaleFactor">The scale factor.</param>
/// <param name="result">Returns the multiplied vector.</param>
public static void Multiply(ref TSVector value1, FP scaleFactor, out TSVector result)
{
result.x = value1.x * scaleFactor;
result.y = value1.y * scaleFactor;
result.z = value1.z * scaleFactor;
}
#endregion
/// <summary>
/// Calculates the cross product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>Returns the cross product of both.</returns>
#region public static JVector operator %(JVector value1, JVector value2)
public static TSVector operator %(TSVector value1, TSVector value2)
{
TSVector result; TSVector.Cross(ref value1, ref value2, out result);
return result;
}
#endregion
/// <summary>
/// Calculates the dot product of two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>Returns the dot product of both.</returns>
#region public static FP operator *(JVector value1, JVector value2)
public static FP operator *(TSVector value1, TSVector value2)
{
return TSVector.Dot(ref value1, ref value2);
}
#endregion
/// <summary>
/// Multiplies a vector by a scale factor.
/// </summary>
/// <param name="value1">The vector to scale.</param>
/// <param name="value2">The scale factor.</param>
/// <returns>Returns the scaled vector.</returns>
#region public static JVector operator *(JVector value1, FP value2)
public static TSVector operator *(TSVector value1, FP value2)
{
TSVector result;
TSVector.Multiply(ref value1, value2,out result);
return result;
}
#endregion
/// <summary>
/// Multiplies a vector by a scale factor.
/// </summary>
/// <param name="value2">The vector to scale.</param>
/// <param name="value1">The scale factor.</param>
/// <returns>Returns the scaled vector.</returns>
#region public static JVector operator *(FP value1, JVector value2)
public static TSVector operator *(FP value1, TSVector value2)
{
TSVector result;
TSVector.Multiply(ref value2, value1, out result);
return result;
}
#endregion
/// <summary>
/// Subtracts two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The difference of both vectors.</returns>
#region public static JVector operator -(JVector value1, JVector value2)
public static TSVector operator -(TSVector value1, TSVector value2)
{
TSVector result; TSVector.Subtract(ref value1, ref value2, out result);
return result;
}
#endregion
/// <summary>
/// Adds two vectors.
/// </summary>
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The sum of both vectors.</returns>
#region public static JVector operator +(JVector value1, JVector value2)
public static TSVector operator +(TSVector value1, TSVector value2)
{
TSVector result; TSVector.Add(ref value1, ref value2, out result);
return result;
}
#endregion
/// <summary>
/// Divides a vector by a factor.
/// </summary>
/// <param name="value1">The vector to divide.</param>
/// <param name="scaleFactor">The scale factor.</param>
/// <returns>Returns the scaled vector.</returns>
public static TSVector operator /(TSVector value1, FP value2) {
TSVector result;
TSVector.Divide(ref value1, value2, out result);
return result;
}
public TSVector2 ToTSVector2() {
return new TSVector2(this.x, this.y);
}
public TSVector4 ToTSVector4()
{
return new TSVector4(this.x, this.y, this.z, FP.One);
}
}
}