namespace KKdBaseLib { public struct Vector4 { public float X; public float Y; public float Z; public float W; public Vector4(float X, float Y, float Z, float W) { this.X = X; this.Y = Y; this.Z = Z; this.W = W; } public float Length => (X * X + Y * Y + Z * Z + W * W).Sqrt(); public Vector4 Normalized => this = Length == 0 ? new Vector4() : this / Length; public static Vector4 operator +(Vector4 left, Vector4 right) { left.X += right.X; left.Y += right.Y; left.Z += right.Z; left.W += right.W; return left; } public static Vector4 operator -(Vector4 left, Vector4 right) { left.X -= right.X; left.Y -= right.Y; left.Z -= right.Z; left.W -= right.W; return left; } public static Vector4 operator -(Vector4 vec) { vec.X = -vec.X; vec.Y = -vec.Y; vec.Z = -vec.Z; vec.W = -vec.W; return vec; } public static Vector4 operator *(Vector4 vec, float scale) { vec.X *= scale ; vec.Y *= scale ; vec.Z *= scale ; vec.W *= scale ; return vec; } public static Vector4 operator *( float scale, Vector4 vec) { vec.X *= scale ; vec.Y *= scale ; vec.Z *= scale ; vec.W *= scale ; return vec; } public static Vector4 operator *(Vector4 vec, Vector4 scale) { vec.X *= scale.X; vec.Y *= scale.Y; vec.Z *= scale.Z; vec.W *= scale.W; return vec; } public static Vector4 operator /(Vector4 vec, float scale) { vec.X /= scale ; vec.Y /= scale ; vec.Z /= scale ; vec.W /= scale ; return vec; } public static Vector4 operator /(Vector4 vec, Vector4 scale) { vec.X /= scale.X; vec.Y /= scale.Y; vec.Z /= scale.Z; vec.W /= scale.W; return vec; } public static bool operator ==(Vector4 A, Vector4 B) => A.Equals(B); public static bool operator !=(Vector4 A, Vector4 B) => !A.Equals(B); public static double Distance (Vector4 left, Vector4 right) => ((right.X - left.X) * (right.X - left.X) + (right.Y - left.Y) * (right.Y - left.Y) + (right.Z - left.Z) * (right.Z - left.Z) + (right.W - left.W) * (right.W - left.W)).Sqrt(); public static double DistanceSquared(Vector4 left, Vector4 right) => (right.X - left.X) * (right.X - left.X) + (right.Y - left.Y) * (right.Y - left.Y) + (right.Z - left.Z) * (right.Z - left.Z) + (right.W - left.W) * (right.W - left.W); public static double Dot(Vector4 left, Vector4 right) => left.X * right.X + left.Y * right.Y + left.Z * right.Z + left.W * right.W; public static Vector4 Lerp(Vector4 a, Vector4 b, float blend) => new Vector4 { X = blend * (b.X - a.X) + a.X, Y = blend * (b.Y - a.Y) + a.Y, Z = blend * (b.Z - a.Z) + a.Z, W = blend * (b.W - a.W) + a.W }; public static Vector4 Lerp(Vector4 a, Vector4 b, Vector4 blend) => new Vector4 { X = blend.X * (b.X - a.X) + a.X, Y = blend.Y * (b.Y - a.Y) + a.Y, Z = blend.Z * (b.Z - a.Z) + a.Z, W = blend.W * (b.W - a.W) + a.W }; public Vector4 Round( ) => new Vector4 { X = X.Round( ), Y = Y.Round( ), Z = Z.Round( ), W = W.Round( ) }; public Vector4 Round(int d) => new Vector4 { X = X.Round(d), Y = Y.Round(d), Z = Z.Round(d), W = W.Round(d) }; public override int GetHashCode() { unchecked { int hashCode = X.GetHashCode(); hashCode = (hashCode * 397) ^ Y.GetHashCode(); hashCode = (hashCode * 397) ^ Z.GetHashCode(); hashCode = (hashCode * 397) ^ W.GetHashCode(); return hashCode; } } public override bool Equals(object obj) => obj is Vector4 vec ? Equals(vec) : false; public bool Equals(Vector4 other) => X == other.X && Y == other.Y && Z == other.Z && W == other.W; public override string ToString() => $"({X}; {Y}, {Z}, {W})"; public string ToString(int d) => $"({X.Round(d)}; {Y.Round(d)}, {Z.Round(d)}, {W.Round(d)})"; } }