mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
282 lines
6.2 KiB
Beef
282 lines
6.2 KiB
Beef
using System;
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namespace GlitchyEngine.Math
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{
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//[SwizzleVector(4, "Vector")]
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public struct Vector4
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{
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public const Vector4 Zero = .(0f, 0f, 0f, 0f);
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public const Vector4 UnitX = .(1f, 0f, 0f, 0f);
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public const Vector4 UnitY = .(0f, 1f, 0f, 0f);
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public const Vector4 UnitZ = .(0f, 0f, 1f, 0f);
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public const Vector4 UnitW = .(0f, 0f, 0f, 1f);
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public const Vector4 One = .(1f, 1f, 1f, 1f);
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public float X, Y, Z, W;
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public this() => this = default;
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public this(float value)
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{
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X = value;
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Y = value;
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Z = value;
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W = value;
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}
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public this(Vector2 value, float z, float w)
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{
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X = value.X;
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Y = value.Y;
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Z = z;
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W = w;
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}
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public this(Vector2 value1, Vector2 value2)
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{
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X = value1.X;
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Y = value1.Y;
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Z = value2.X;
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W = value2.Y;
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}
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public this(Vector3 value, float w)
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{
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X = value.X;
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Y = value.Y;
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Z = value.Z;
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W = w;
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}
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public this(float x, float y, float z, float w)
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{
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X = x;
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Y = y;
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Z = z;
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W = w;
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}
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public ref float this[int index]
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{
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[Checked]
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get
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{
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if(index < 0 || index > 3)
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Internal.ThrowIndexOutOfRange();
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#unwarn
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return ref (&X)[index];
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}
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[Inline]
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#unwarn
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get => ref (&X)[index];
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}
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/**
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* Calculates the magnitude (length) of this vector.
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* @remarks MagnitudeSquared might be used if only the relative length is relevant.
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*/
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public float Magnitude()
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{
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return Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
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}
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/**
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* Calculates the squared magnitude (length) of this vector.
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*/
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public float MagnitudeSquared()
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{
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return X * X + Y * Y + Z * Z + W * W;
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}
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[Checked]
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public void Normalize() mut
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{
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if(this == .Zero)
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return;
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this /= Magnitude();
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}
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public void Normalize() mut
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{
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this /= Magnitude();
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}
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public static Vector4 Normalize(Vector4 v)
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{
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if(v == .Zero)
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return .Zero;
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return v / v.Magnitude();
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}
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[Unchecked]
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public static Vector4 Normalize(Vector4 v)
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{
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return v / v.Magnitude();
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}
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public static float Dot(Vector4 l, Vector4 r)
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{
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return l.X * r.X + l.Y * r.Y + l.Z * r.Z + l.W * r.W;
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}
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/**
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* Calculates the projection of a onto b
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*/
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public static Vector4 Project(Vector4 a, Vector4 b)
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{
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return (b * (Dot(a, b) / Dot(b, b)));
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}
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/**
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* Calculates the rejection of a from b
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*/
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public static Vector4 Reject(Vector4 a, Vector4 b)
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{
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return (a - b * (Dot(a, b) / Dot(b, b)));
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}
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//
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// Assignment operators
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//
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// Addition
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public void operator +=(Vector4 value) mut
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{
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X += value.X;
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Y += value.Y;
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Z += value.Z;
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W += value.W;
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}
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public void operator +=(float scalar) mut
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{
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X += scalar;
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Y += scalar;
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Z += scalar;
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W += scalar;
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}
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// Subtraction
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public void operator -=(Vector4 value) mut
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{
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X -= value.X;
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Y -= value.Y;
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Z -= value.Z;
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W -= value.W;
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}
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public void operator -=(float scalar) mut
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{
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X -= scalar;
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Y -= scalar;
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Z -= scalar;
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W -= scalar;
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}
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// Multiplication
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public void operator *=(Vector4 value) mut
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{
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X *= value.X;
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Y *= value.Y;
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Z *= value.Z;
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W *= value.W;
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}
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public void operator *=(float scalar) mut
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{
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X *= scalar;
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Y *= scalar;
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Z *= scalar;
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W *= scalar;
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}
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// Division
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public void operator /=(float scalar) mut
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{
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float f = 1.0f / scalar;
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X *= f;
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Y *= f;
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Z *= f;
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W *= f;
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}
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public void operator /=(Vector4 value) mut
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{
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X /= value.X;
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Y /= value.Y;
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Z /= value.Z;
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W /= value.W;
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}
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//
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// operators
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//
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// Addition
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public static Vector4 operator +(Vector4 left, Vector4 right) => Vector4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
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public static Vector4 operator +(Vector4 value, float scalar) => Vector4(value.X + scalar, value.Y + scalar, value.Z + scalar, value.W + scalar);
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public static Vector4 operator +(float scalar, Vector4 value) => Vector4(scalar + value.X, scalar + value.Y, scalar + value.Z, scalar + value.W);
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public static Vector4 operator +(Vector4 value) => value;
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// Subtraction
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public static Vector4 operator -(Vector4 left, Vector4 right) => Vector4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
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public static Vector4 operator -(Vector4 value, float scalar) => Vector4(value.X - scalar, value.Y - scalar, value.Z - scalar, value.W - scalar);
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public static Vector4 operator -(float scalar, Vector4 value) => Vector4(scalar - value.X, scalar - value.Y, scalar - value.Z, scalar - value.W);
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public static Vector4 operator -(Vector4 value) => Vector4(-value.X, -value.Y, -value.Z, -value.W);
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// Multiplication
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public static Vector4 operator *(Vector4 left, Vector4 right) => Vector4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W);
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public static Vector4 operator *(Vector4 value, float scalar) => Vector4(value.X * scalar, value.Y * scalar, value.Z * scalar, value.W * scalar);
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public static Vector4 operator *(float scalar, Vector4 value) => Vector4(scalar * value.X, scalar * value.Y, scalar * value.Z, scalar * value.W);
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// Division
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public static Vector4 operator /(Vector4 left, Vector4 right) => Vector4(left.X / right.X, left.Y / right.Y, left.Z / right.Z, left.W / right.W);
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public static Vector4 operator /(Vector4 value, float scalar)
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{
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float inv = 1.0f / scalar;
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return Vector4(value.X * inv, value.Y * inv, value.Z * inv, value.W * inv);
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}
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public static Vector4 operator /(float scalar, Vector4 value) => Vector4(scalar / value.X, scalar / value.Y, scalar / value.Z, scalar / value.W);
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// Equality
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public static bool operator ==(Vector4 left, Vector4 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W;
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public static bool operator !=(Vector4 left, Vector4 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W;
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public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1} Z:{2} W:{3}", X, Y, Z, W);
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// Todo: move to extension
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[Inline]
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public static implicit operator DirectX.Math.Vector4(in Self value) => *(DirectX.Math.Vector4*)&value;
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[Inline]
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public static implicit operator Self(in DirectX.Math.Vector4 value) => *(Self*)&value;
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[Inline]
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public static explicit operator Self(float value) => Self(value);
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}
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}
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