Optimized GameScreen.DrawMap
- Downscaled lightmap, since blurring will make this unnoticeable anyway (TODO: make this optional) - Render LOS in fewer passes by using a shader - Use light volume to calculate LOS - This also means we can use the override texture to render the diving suit obstruct effect - Don't render bunks and labels onto LOS background (TODO: add the option to render back into the LOS background, i.e. just use multiplicative blending as if it was the lightmap) - Prefer SpriteSortMode.Deferred over all others, prefer SamplerState.LinearClamp/PointClamp over all others - Remove shader blur in favor of geometry blur (TODO: improve on this further, right now it has a few artifacts) - Trim light volumes - Do some weird shit with the background particles (use DrawTiled instead of relying on SamplerState.LinearWrap, because that's faster somehow :/ ) - Pressing up/down in the console only returns a typed command now
This commit is contained in:
@@ -168,7 +168,7 @@ namespace Microsoft.Xna.Framework
|
||||
// |-------|-------|-------|-------
|
||||
// A B G R
|
||||
private uint _packedValue;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Constructs an RGBA color from a packed value.
|
||||
/// The value is a 32-bit unsigned integer, with R in the least significant octet.
|
||||
@@ -384,8 +384,8 @@ namespace Microsoft.Xna.Framework
|
||||
this._packedValue = (this._packedValue & 0x00ffffff) | ((uint)value << 24);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Compares whether two <see cref="Color"/> instances are equal.
|
||||
/// </summary>
|
||||
/// <param name="a"><see cref="Color"/> instance on the left of the equal sign.</param>
|
||||
@@ -395,13 +395,13 @@ namespace Microsoft.Xna.Framework
|
||||
{
|
||||
return (a._packedValue == b._packedValue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Compares whether two <see cref="Color"/> instances are not equal.
|
||||
/// </summary>
|
||||
/// <param name="a"><see cref="Color"/> instance on the left of the not equal sign.</param>
|
||||
/// <param name="b"><see cref="Color"/> instance on the right of the not equal sign.</param>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
public static bool operator !=(Color a, Color b)
|
||||
{
|
||||
return (a._packedValue != b._packedValue);
|
||||
@@ -415,7 +415,7 @@ namespace Microsoft.Xna.Framework
|
||||
{
|
||||
return this._packedValue.GetHashCode();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Compares whether current instance is equal to specified object.
|
||||
/// </summary>
|
||||
@@ -444,8 +444,8 @@ namespace Microsoft.Xna.Framework
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// AliceBlue color (R:240,G:248,B:255,A:255).
|
||||
/// </summary>
|
||||
public static Color AliceBlue
|
||||
@@ -466,13 +466,13 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// Aqua color (R:0,G:255,B:255,A:255).
|
||||
/// </summary>
|
||||
public static Color Aqua
|
||||
public static Color Aqua
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Aquamarine color (R:127,G:255,B:212,A:255).
|
||||
/// </summary>
|
||||
public static Color Aquamarine
|
||||
@@ -484,13 +484,13 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// Azure color (R:240,G:255,B:255,A:255).
|
||||
/// </summary>
|
||||
public static Color Azure
|
||||
public static Color Azure
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Beige color (R:245,G:245,B:220,A:255).
|
||||
/// </summary>
|
||||
public static Color Beige
|
||||
@@ -610,13 +610,13 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// Cornsilk color (R:255,G:248,B:220,A:255).
|
||||
/// </summary>
|
||||
public static Color Cornsilk
|
||||
public static Color Cornsilk
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Crimson color (R:220,G:20,B:60,A:255).
|
||||
/// </summary>
|
||||
public static Color Crimson
|
||||
@@ -637,13 +637,13 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// DarkBlue color (R:0,G:0,B:139,A:255).
|
||||
/// </summary>
|
||||
public static Color DarkBlue
|
||||
public static Color DarkBlue
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// DarkCyan color (R:0,G:139,B:139,A:255).
|
||||
/// </summary>
|
||||
public static Color DarkCyan
|
||||
@@ -664,13 +664,13 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// DarkGray color (R:169,G:169,B:169,A:255).
|
||||
/// </summary>
|
||||
public static Color DarkGray
|
||||
public static Color DarkGray
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// DarkGreen color (R:0,G:100,B:0,A:255).
|
||||
/// </summary>
|
||||
public static Color DarkGreen
|
||||
@@ -733,7 +733,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// DarkSalmon color (R:233,G:150,B:122,A:255).
|
||||
/// </summary>
|
||||
public static Color DarkSalmon
|
||||
@@ -850,7 +850,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Fuchsia color (R:255,G:0,B:255,A:255).
|
||||
/// </summary>
|
||||
public static Color Fuchsia
|
||||
@@ -1496,7 +1496,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// SaddleBrown color (R:139,G:69,B:19,A:255).
|
||||
/// </summary>
|
||||
public static Color SaddleBrown
|
||||
@@ -1504,7 +1504,7 @@ namespace Microsoft.Xna.Framework
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Salmon color (R:250,G:128,B:114,A:255).
|
||||
/// </summary>
|
||||
@@ -1532,7 +1532,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// SeaShell color (R:255,G:245,B:238,A:255).
|
||||
/// </summary>
|
||||
public static Color SeaShell
|
||||
@@ -1541,7 +1541,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Sienna color (R:160,G:82,B:45,A:255).
|
||||
/// </summary>
|
||||
public static Color Sienna
|
||||
@@ -1550,7 +1550,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Silver color (R:192,G:192,B:192,A:255).
|
||||
/// </summary>
|
||||
public static Color Silver
|
||||
@@ -1649,7 +1649,7 @@ namespace Microsoft.Xna.Framework
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Turquoise color (R:64,G:224,B:208,A:255).
|
||||
/// </summary>
|
||||
public static Color Turquoise
|
||||
@@ -1670,12 +1670,12 @@ namespace Microsoft.Xna.Framework
|
||||
/// <summary>
|
||||
/// Wheat color (R:245,G:222,B:179,A:255).
|
||||
/// </summary>
|
||||
public static Color Wheat
|
||||
public static Color Wheat
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// White color (R:255,G:255,B:255,A:255).
|
||||
/// </summary>
|
||||
@@ -1722,7 +1722,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns>Interpolated <see cref="Color"/>.</returns>
|
||||
public static Color Lerp(Color value1, Color value2, Single amount)
|
||||
{
|
||||
amount = MathHelper.Clamp(amount, 0, 1);
|
||||
amount = MathHelper.Clamp(amount, 0, 1);
|
||||
return new Color(
|
||||
(int)MathHelper.Lerp(value1.R, value2.R, amount),
|
||||
(int)MathHelper.Lerp(value1.G, value2.G, amount),
|
||||
@@ -1730,24 +1730,24 @@ namespace Microsoft.Xna.Framework
|
||||
(int)MathHelper.Lerp(value1.A, value2.A, amount) );
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Multiply <see cref="Color"/> by value.
|
||||
/// </summary>
|
||||
/// <param name="value">Source <see cref="Color"/>.</param>
|
||||
/// <param name="scale">Multiplicator.</param>
|
||||
/// <returns>Multiplication result.</returns>
|
||||
public static Color Multiply(Color value, float scale)
|
||||
{
|
||||
return new Color((int)(value.R * scale), (int)(value.G * scale), (int)(value.B * scale), (int)(value.A * scale));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
public static Color Multiply(Color value, float scale)
|
||||
{
|
||||
return new Color((int)(value.R * scale), (int)(value.G * scale), (int)(value.B * scale), (int)(value.A * scale));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiply <see cref="Color"/> by value.
|
||||
/// </summary>
|
||||
/// <param name="value">Source <see cref="Color"/>.</param>
|
||||
/// <param name="scale">Multiplicator.</param>
|
||||
/// <returns>Multiplication result.</returns>
|
||||
public static Color operator *(Color value, float scale)
|
||||
public static Color operator *(Color value, float scale)
|
||||
{
|
||||
return new Color((int)(value.R * scale), (int)(value.G * scale), (int)(value.B * scale), (int)(value.A * scale));
|
||||
}
|
||||
@@ -1769,7 +1769,7 @@ namespace Microsoft.Xna.Framework
|
||||
{
|
||||
return new Vector4(R / 255.0f, G / 255.0f, B / 255.0f, A / 255.0f);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets packed value of this <see cref="Color"/>.
|
||||
/// </summary>
|
||||
@@ -1800,8 +1800,8 @@ namespace Microsoft.Xna.Framework
|
||||
/// {R:[red] G:[green] B:[blue] A:[alpha]}
|
||||
/// </summary>
|
||||
/// <returns><see cref="String"/> representation of this <see cref="Color"/>.</returns>
|
||||
public override string ToString ()
|
||||
{
|
||||
public override string ToString ()
|
||||
{
|
||||
StringBuilder sb = new StringBuilder(25);
|
||||
sb.Append("{R:");
|
||||
sb.Append(R);
|
||||
@@ -1813,9 +1813,9 @@ namespace Microsoft.Xna.Framework
|
||||
sb.Append(A);
|
||||
sb.Append("}");
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Translate a non-premultipled alpha <see cref="Color"/> to a <see cref="Color"/> that contains premultiplied alpha.
|
||||
/// </summary>
|
||||
/// <param name="vector">A <see cref="Vector4"/> representing color.</param>
|
||||
@@ -1824,8 +1824,8 @@ namespace Microsoft.Xna.Framework
|
||||
{
|
||||
return new Color(vector.X * vector.W, vector.Y * vector.W, vector.Z * vector.W, vector.W);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Translate a non-premultipled alpha <see cref="Color"/> to a <see cref="Color"/> that contains premultiplied alpha.
|
||||
/// </summary>
|
||||
/// <param name="r">Red component value.</param>
|
||||
@@ -1839,15 +1839,15 @@ namespace Microsoft.Xna.Framework
|
||||
}
|
||||
|
||||
#region IEquatable<Color> Members
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// <summary>
|
||||
/// Compares whether current instance is equal to specified <see cref="Color"/>.
|
||||
/// </summary>
|
||||
/// <param name="other">The <see cref="Color"/> to compare.</param>
|
||||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public bool Equals(Color other)
|
||||
{
|
||||
return this.PackedValue == other.PackedValue;
|
||||
return this.PackedValue == other.PackedValue;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace Microsoft.Xna.Framework.Graphics
|
||||
/// <summary>
|
||||
/// No options specified.
|
||||
/// </summary>
|
||||
None = 0,
|
||||
None = 0,
|
||||
/// <summary>
|
||||
/// Render the sprite reversed along the X axis.
|
||||
/// </summary>
|
||||
|
||||
@@ -44,15 +44,15 @@ namespace Microsoft.Xna.Framework.Input
|
||||
/// Identifies the state of a keyboard key.
|
||||
/// </summary>
|
||||
public enum KeyState
|
||||
{
|
||||
/// <summary>
|
||||
/// Key is released.
|
||||
/// </summary>
|
||||
Up,
|
||||
{
|
||||
/// <summary>
|
||||
/// Key is released.
|
||||
/// </summary>
|
||||
Up,
|
||||
|
||||
/// <summary>
|
||||
/// Key is pressed.
|
||||
/// </summary>
|
||||
Down,
|
||||
}
|
||||
/// <summary>
|
||||
/// Key is pressed.
|
||||
/// </summary>
|
||||
Down,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Microsoft.Xna.Framework.Input
|
||||
/// <summary>
|
||||
/// Holds the state of keystrokes by a keyboard.
|
||||
/// </summary>
|
||||
public struct KeyboardState
|
||||
public struct KeyboardState
|
||||
{
|
||||
// Used for the common situation where GetPressedKeys will return an empty array
|
||||
static Keys[] empty = new Keys[0];
|
||||
|
||||
@@ -6,648 +6,648 @@ namespace Microsoft.Xna.Framework.Input
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines the keys on a keyboard.
|
||||
/// </summary>
|
||||
public enum Keys
|
||||
{
|
||||
/// </summary>
|
||||
public enum Keys
|
||||
{
|
||||
/// <summary>
|
||||
/// Reserved.
|
||||
/// </summary>
|
||||
None = 0,
|
||||
None = 0,
|
||||
/// <summary>
|
||||
/// BACKSPACE key.
|
||||
/// </summary>
|
||||
Back = 8,
|
||||
Back = 8,
|
||||
/// <summary>
|
||||
/// TAB key.
|
||||
/// </summary>
|
||||
Tab = 9,
|
||||
Tab = 9,
|
||||
/// <summary>
|
||||
/// ENTER key.
|
||||
/// </summary>
|
||||
Enter = 13,
|
||||
Enter = 13,
|
||||
/// <summary>
|
||||
/// CAPS LOCK key.
|
||||
/// </summary>
|
||||
CapsLock = 20,
|
||||
CapsLock = 20,
|
||||
/// <summary>
|
||||
/// ESC key.
|
||||
/// </summary>
|
||||
Escape = 27,
|
||||
Escape = 27,
|
||||
/// <summary>
|
||||
/// SPACEBAR key.
|
||||
/// </summary>
|
||||
Space = 32,
|
||||
Space = 32,
|
||||
/// <summary>
|
||||
/// PAGE UP key.
|
||||
/// </summary>
|
||||
PageUp = 33,
|
||||
PageUp = 33,
|
||||
/// <summary>
|
||||
/// PAGE DOWN key.
|
||||
/// </summary>
|
||||
PageDown = 34,
|
||||
PageDown = 34,
|
||||
/// <summary>
|
||||
/// END key.
|
||||
/// </summary>
|
||||
End = 35,
|
||||
End = 35,
|
||||
/// <summary>
|
||||
/// HOME key.
|
||||
/// </summary>
|
||||
Home = 36,
|
||||
Home = 36,
|
||||
/// <summary>
|
||||
/// LEFT ARROW key.
|
||||
/// </summary>
|
||||
Left = 37,
|
||||
Left = 37,
|
||||
/// <summary>
|
||||
/// UP ARROW key.
|
||||
/// </summary>
|
||||
Up = 38,
|
||||
Up = 38,
|
||||
/// <summary>
|
||||
/// RIGHT ARROW key.
|
||||
/// </summary>
|
||||
Right = 39,
|
||||
Right = 39,
|
||||
/// <summary>
|
||||
/// DOWN ARROW key.
|
||||
/// </summary>
|
||||
Down = 40,
|
||||
Down = 40,
|
||||
/// <summary>
|
||||
/// SELECT key.
|
||||
/// </summary>
|
||||
Select = 41,
|
||||
Select = 41,
|
||||
/// <summary>
|
||||
/// PRINT key.
|
||||
/// </summary>
|
||||
Print = 42,
|
||||
Print = 42,
|
||||
/// <summary>
|
||||
/// EXECUTE key.
|
||||
/// </summary>
|
||||
Execute = 43,
|
||||
Execute = 43,
|
||||
/// <summary>
|
||||
/// PRINT SCREEN key.
|
||||
/// </summary>
|
||||
PrintScreen = 44,
|
||||
PrintScreen = 44,
|
||||
/// <summary>
|
||||
/// INS key.
|
||||
/// </summary>
|
||||
Insert = 45,
|
||||
Insert = 45,
|
||||
/// <summary>
|
||||
/// DEL key.
|
||||
/// </summary>
|
||||
Delete = 46,
|
||||
Delete = 46,
|
||||
/// <summary>
|
||||
/// HELP key.
|
||||
/// </summary>
|
||||
Help = 47,
|
||||
Help = 47,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D0 = 48,
|
||||
D0 = 48,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D1 = 49,
|
||||
D1 = 49,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D2 = 50,
|
||||
D2 = 50,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D3 = 51,
|
||||
D3 = 51,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D4 = 52,
|
||||
D4 = 52,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D5 = 53,
|
||||
D5 = 53,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D6 = 54,
|
||||
D6 = 54,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D7 = 55,
|
||||
D7 = 55,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D8 = 56,
|
||||
D8 = 56,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
D9 = 57,
|
||||
D9 = 57,
|
||||
/// <summary>
|
||||
/// A key.
|
||||
/// </summary>
|
||||
A = 65,
|
||||
A = 65,
|
||||
/// <summary>
|
||||
/// B key.
|
||||
/// </summary>
|
||||
B = 66,
|
||||
B = 66,
|
||||
/// <summary>
|
||||
/// C key.
|
||||
/// </summary>
|
||||
C = 67,
|
||||
C = 67,
|
||||
/// <summary>
|
||||
/// D key.
|
||||
/// </summary>
|
||||
D = 68,
|
||||
D = 68,
|
||||
/// <summary>
|
||||
/// E key.
|
||||
/// </summary>
|
||||
E = 69,
|
||||
E = 69,
|
||||
/// <summary>
|
||||
/// F key.
|
||||
/// </summary>
|
||||
F = 70,
|
||||
F = 70,
|
||||
/// <summary>
|
||||
/// G key.
|
||||
/// </summary>
|
||||
G = 71,
|
||||
G = 71,
|
||||
/// <summary>
|
||||
/// H key.
|
||||
/// </summary>
|
||||
H = 72,
|
||||
H = 72,
|
||||
/// <summary>
|
||||
/// I key.
|
||||
/// </summary>
|
||||
I = 73,
|
||||
I = 73,
|
||||
/// <summary>
|
||||
/// J key.
|
||||
/// </summary>
|
||||
J = 74,
|
||||
J = 74,
|
||||
/// <summary>
|
||||
/// K key.
|
||||
/// </summary>
|
||||
K = 75,
|
||||
K = 75,
|
||||
/// <summary>
|
||||
/// L key.
|
||||
/// </summary>
|
||||
L = 76,
|
||||
L = 76,
|
||||
/// <summary>
|
||||
/// M key.
|
||||
/// </summary>
|
||||
M = 77,
|
||||
M = 77,
|
||||
/// <summary>
|
||||
/// N key.
|
||||
/// </summary>
|
||||
N = 78,
|
||||
N = 78,
|
||||
/// <summary>
|
||||
/// O key.
|
||||
/// </summary>
|
||||
O = 79,
|
||||
O = 79,
|
||||
/// <summary>
|
||||
/// P key.
|
||||
/// </summary>
|
||||
P = 80,
|
||||
P = 80,
|
||||
/// <summary>
|
||||
/// Q key.
|
||||
/// </summary>
|
||||
Q = 81,
|
||||
Q = 81,
|
||||
/// <summary>
|
||||
/// R key.
|
||||
/// </summary>
|
||||
R = 82,
|
||||
R = 82,
|
||||
/// <summary>
|
||||
/// S key.
|
||||
/// </summary>
|
||||
S = 83,
|
||||
S = 83,
|
||||
/// <summary>
|
||||
/// T key.
|
||||
/// </summary>
|
||||
T = 84,
|
||||
T = 84,
|
||||
/// <summary>
|
||||
/// U key.
|
||||
/// </summary>
|
||||
U = 85,
|
||||
U = 85,
|
||||
/// <summary>
|
||||
/// V key.
|
||||
/// </summary>
|
||||
V = 86,
|
||||
V = 86,
|
||||
/// <summary>
|
||||
/// W key.
|
||||
/// </summary>
|
||||
W = 87,
|
||||
W = 87,
|
||||
/// <summary>
|
||||
/// X key.
|
||||
/// </summary>
|
||||
X = 88,
|
||||
X = 88,
|
||||
/// <summary>
|
||||
/// Y key.
|
||||
/// </summary>
|
||||
Y = 89,
|
||||
Y = 89,
|
||||
/// <summary>
|
||||
/// Z key.
|
||||
/// </summary>
|
||||
Z = 90,
|
||||
Z = 90,
|
||||
/// <summary>
|
||||
/// Left Windows key.
|
||||
/// </summary>
|
||||
LeftWindows = 91,
|
||||
LeftWindows = 91,
|
||||
/// <summary>
|
||||
/// Right Windows key.
|
||||
/// </summary>
|
||||
RightWindows = 92,
|
||||
RightWindows = 92,
|
||||
/// <summary>
|
||||
/// Applications key.
|
||||
/// </summary>
|
||||
Apps = 93,
|
||||
Apps = 93,
|
||||
/// <summary>
|
||||
/// Computer Sleep key.
|
||||
/// </summary>
|
||||
Sleep = 95,
|
||||
Sleep = 95,
|
||||
/// <summary>
|
||||
/// Numeric keypad 0 key.
|
||||
/// </summary>
|
||||
NumPad0 = 96,
|
||||
NumPad0 = 96,
|
||||
/// <summary>
|
||||
/// Numeric keypad 1 key.
|
||||
/// </summary>
|
||||
NumPad1 = 97,
|
||||
NumPad1 = 97,
|
||||
/// <summary>
|
||||
/// Numeric keypad 2 key.
|
||||
/// </summary>
|
||||
NumPad2 = 98,
|
||||
NumPad2 = 98,
|
||||
/// <summary>
|
||||
/// Numeric keypad 3 key.
|
||||
/// </summary>
|
||||
NumPad3 = 99,
|
||||
NumPad3 = 99,
|
||||
/// <summary>
|
||||
/// Numeric keypad 4 key.
|
||||
/// </summary>
|
||||
NumPad4 = 100,
|
||||
NumPad4 = 100,
|
||||
/// <summary>
|
||||
/// Numeric keypad 5 key.
|
||||
/// </summary>
|
||||
NumPad5 = 101,
|
||||
NumPad5 = 101,
|
||||
/// <summary>
|
||||
/// Numeric keypad 6 key.
|
||||
/// </summary>
|
||||
NumPad6 = 102,
|
||||
NumPad6 = 102,
|
||||
/// <summary>
|
||||
/// Numeric keypad 7 key.
|
||||
/// </summary>
|
||||
NumPad7 = 103,
|
||||
NumPad7 = 103,
|
||||
/// <summary>
|
||||
/// Numeric keypad 8 key.
|
||||
/// </summary>
|
||||
NumPad8 = 104,
|
||||
NumPad8 = 104,
|
||||
/// <summary>
|
||||
/// Numeric keypad 9 key.
|
||||
/// </summary>
|
||||
NumPad9 = 105,
|
||||
NumPad9 = 105,
|
||||
/// <summary>
|
||||
/// Multiply key.
|
||||
/// </summary>
|
||||
Multiply = 106,
|
||||
Multiply = 106,
|
||||
/// <summary>
|
||||
/// Add key.
|
||||
/// </summary>
|
||||
Add = 107,
|
||||
Add = 107,
|
||||
/// <summary>
|
||||
/// Separator key.
|
||||
/// </summary>
|
||||
Separator = 108,
|
||||
Separator = 108,
|
||||
/// <summary>
|
||||
/// Subtract key.
|
||||
/// </summary>
|
||||
Subtract = 109,
|
||||
Subtract = 109,
|
||||
/// <summary>
|
||||
/// Decimal key.
|
||||
/// </summary>
|
||||
Decimal = 110,
|
||||
Decimal = 110,
|
||||
/// <summary>
|
||||
/// Divide key.
|
||||
/// </summary>
|
||||
Divide = 111,
|
||||
Divide = 111,
|
||||
/// <summary>
|
||||
/// F1 key.
|
||||
/// </summary>
|
||||
F1 = 112,
|
||||
F1 = 112,
|
||||
/// <summary>
|
||||
/// F2 key.
|
||||
/// </summary>
|
||||
F2 = 113,
|
||||
F2 = 113,
|
||||
/// <summary>
|
||||
/// F3 key.
|
||||
/// </summary>
|
||||
F3 = 114,
|
||||
F3 = 114,
|
||||
/// <summary>
|
||||
/// F4 key.
|
||||
/// </summary>
|
||||
F4 = 115,
|
||||
F4 = 115,
|
||||
/// <summary>
|
||||
/// F5 key.
|
||||
/// </summary>
|
||||
F5 = 116,
|
||||
F5 = 116,
|
||||
/// <summary>
|
||||
/// F6 key.
|
||||
/// </summary>
|
||||
F6 = 117,
|
||||
F6 = 117,
|
||||
/// <summary>
|
||||
/// F7 key.
|
||||
/// </summary>
|
||||
F7 = 118,
|
||||
F7 = 118,
|
||||
/// <summary>
|
||||
/// F8 key.
|
||||
/// </summary>
|
||||
F8 = 119,
|
||||
F8 = 119,
|
||||
/// <summary>
|
||||
/// F9 key.
|
||||
/// </summary>
|
||||
F9 = 120,
|
||||
F9 = 120,
|
||||
/// <summary>
|
||||
/// F10 key.
|
||||
/// </summary>
|
||||
F10 = 121,
|
||||
F10 = 121,
|
||||
/// <summary>
|
||||
/// F11 key.
|
||||
/// </summary>
|
||||
F11 = 122,
|
||||
F11 = 122,
|
||||
/// <summary>
|
||||
/// F12 key.
|
||||
/// </summary>
|
||||
F12 = 123,
|
||||
F12 = 123,
|
||||
/// <summary>
|
||||
/// F13 key.
|
||||
/// </summary>
|
||||
F13 = 124,
|
||||
F13 = 124,
|
||||
/// <summary>
|
||||
/// F14 key.
|
||||
/// </summary>
|
||||
F14 = 125,
|
||||
F14 = 125,
|
||||
/// <summary>
|
||||
/// F15 key.
|
||||
/// </summary>
|
||||
F15 = 126,
|
||||
F15 = 126,
|
||||
/// <summary>
|
||||
/// F16 key.
|
||||
/// </summary>
|
||||
F16 = 127,
|
||||
F16 = 127,
|
||||
/// <summary>
|
||||
/// F17 key.
|
||||
/// </summary>
|
||||
F17 = 128,
|
||||
F17 = 128,
|
||||
/// <summary>
|
||||
/// F18 key.
|
||||
/// </summary>
|
||||
F18 = 129,
|
||||
F18 = 129,
|
||||
/// <summary>
|
||||
/// F19 key.
|
||||
/// </summary>
|
||||
F19 = 130,
|
||||
F19 = 130,
|
||||
/// <summary>
|
||||
/// F20 key.
|
||||
/// </summary>
|
||||
F20 = 131,
|
||||
F20 = 131,
|
||||
/// <summary>
|
||||
/// F21 key.
|
||||
/// </summary>
|
||||
F21 = 132,
|
||||
F21 = 132,
|
||||
/// <summary>
|
||||
/// F22 key.
|
||||
/// </summary>
|
||||
F22 = 133,
|
||||
F22 = 133,
|
||||
/// <summary>
|
||||
/// F23 key.
|
||||
/// </summary>
|
||||
F23 = 134,
|
||||
F23 = 134,
|
||||
/// <summary>
|
||||
/// F24 key.
|
||||
/// </summary>
|
||||
F24 = 135,
|
||||
F24 = 135,
|
||||
/// <summary>
|
||||
/// NUM LOCK key.
|
||||
/// </summary>
|
||||
NumLock = 144,
|
||||
NumLock = 144,
|
||||
/// <summary>
|
||||
/// SCROLL LOCK key.
|
||||
/// </summary>
|
||||
Scroll = 145,
|
||||
Scroll = 145,
|
||||
/// <summary>
|
||||
/// Left SHIFT key.
|
||||
/// </summary>
|
||||
LeftShift = 160,
|
||||
LeftShift = 160,
|
||||
/// <summary>
|
||||
/// Right SHIFT key.
|
||||
/// </summary>
|
||||
RightShift = 161,
|
||||
RightShift = 161,
|
||||
/// <summary>
|
||||
/// Left CONTROL key.
|
||||
/// </summary>
|
||||
LeftControl = 162,
|
||||
LeftControl = 162,
|
||||
/// <summary>
|
||||
/// Right CONTROL key.
|
||||
/// </summary>
|
||||
RightControl = 163,
|
||||
RightControl = 163,
|
||||
/// <summary>
|
||||
/// Left ALT key.
|
||||
/// </summary>
|
||||
LeftAlt = 164,
|
||||
LeftAlt = 164,
|
||||
/// <summary>
|
||||
/// Right ALT key.
|
||||
/// </summary>
|
||||
RightAlt = 165,
|
||||
RightAlt = 165,
|
||||
/// <summary>
|
||||
/// Browser Back key.
|
||||
/// </summary>
|
||||
BrowserBack = 166,
|
||||
BrowserBack = 166,
|
||||
/// <summary>
|
||||
/// Browser Forward key.
|
||||
/// </summary>
|
||||
BrowserForward = 167,
|
||||
BrowserForward = 167,
|
||||
/// <summary>
|
||||
/// Browser Refresh key.
|
||||
/// </summary>
|
||||
BrowserRefresh = 168,
|
||||
BrowserRefresh = 168,
|
||||
/// <summary>
|
||||
/// Browser Stop key.
|
||||
/// </summary>
|
||||
BrowserStop = 169,
|
||||
BrowserStop = 169,
|
||||
/// <summary>
|
||||
/// Browser Search key.
|
||||
/// </summary>
|
||||
BrowserSearch = 170,
|
||||
BrowserSearch = 170,
|
||||
/// <summary>
|
||||
/// Browser Favorites key.
|
||||
/// </summary>
|
||||
BrowserFavorites = 171,
|
||||
BrowserFavorites = 171,
|
||||
/// <summary>
|
||||
/// Browser Start and Home key.
|
||||
/// </summary>
|
||||
BrowserHome = 172,
|
||||
/// <summary>
|
||||
BrowserHome = 172,
|
||||
/// <summary>
|
||||
/// Volume Mute key.
|
||||
/// </summary>
|
||||
/// </summary>
|
||||
VolumeMute = 173,
|
||||
/// <summary>
|
||||
/// Volume Down key.
|
||||
/// </summary>
|
||||
VolumeDown = 174,
|
||||
VolumeDown = 174,
|
||||
/// <summary>
|
||||
/// Volume Up key.
|
||||
/// </summary>
|
||||
VolumeUp = 175,
|
||||
VolumeUp = 175,
|
||||
/// <summary>
|
||||
/// Next Track key.
|
||||
/// </summary>
|
||||
MediaNextTrack = 176,
|
||||
MediaNextTrack = 176,
|
||||
/// <summary>
|
||||
/// Previous Track key.
|
||||
/// </summary>
|
||||
MediaPreviousTrack = 177,
|
||||
MediaPreviousTrack = 177,
|
||||
/// <summary>
|
||||
/// Stop Media key.
|
||||
/// </summary>
|
||||
MediaStop = 178,
|
||||
MediaStop = 178,
|
||||
/// <summary>
|
||||
/// Play/Pause Media key.
|
||||
/// </summary>
|
||||
MediaPlayPause = 179,
|
||||
MediaPlayPause = 179,
|
||||
/// <summary>
|
||||
/// Start Mail key.
|
||||
/// </summary>
|
||||
LaunchMail = 180,
|
||||
LaunchMail = 180,
|
||||
/// <summary>
|
||||
/// Select Media key.
|
||||
/// </summary>
|
||||
SelectMedia = 181,
|
||||
SelectMedia = 181,
|
||||
/// <summary>
|
||||
/// Start Application 1 key.
|
||||
/// </summary>
|
||||
LaunchApplication1 = 182,
|
||||
LaunchApplication1 = 182,
|
||||
/// <summary>
|
||||
/// Start Application 2 key.
|
||||
/// </summary>
|
||||
LaunchApplication2 = 183,
|
||||
LaunchApplication2 = 183,
|
||||
/// <summary>
|
||||
/// The OEM Semicolon key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemSemicolon = 186,
|
||||
OemSemicolon = 186,
|
||||
/// <summary>
|
||||
/// For any country/region, the '+' key.
|
||||
/// </summary>
|
||||
OemPlus = 187,
|
||||
OemPlus = 187,
|
||||
/// <summary>
|
||||
/// For any country/region, the ',' key.
|
||||
/// </summary>
|
||||
OemComma = 188,
|
||||
OemComma = 188,
|
||||
/// <summary>
|
||||
/// For any country/region, the '-' key.
|
||||
/// </summary>
|
||||
OemMinus = 189,
|
||||
OemMinus = 189,
|
||||
/// <summary>
|
||||
/// For any country/region, the '.' key.
|
||||
/// </summary>
|
||||
OemPeriod = 190,
|
||||
OemPeriod = 190,
|
||||
/// <summary>
|
||||
/// The OEM question mark key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemQuestion = 191,
|
||||
OemQuestion = 191,
|
||||
/// <summary>
|
||||
/// The OEM tilde key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemTilde = 192,
|
||||
OemTilde = 192,
|
||||
/// <summary>
|
||||
/// The OEM open bracket key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemOpenBrackets = 219,
|
||||
OemOpenBrackets = 219,
|
||||
/// <summary>
|
||||
/// The OEM pipe key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemPipe = 220,
|
||||
OemPipe = 220,
|
||||
/// <summary>
|
||||
/// The OEM close bracket key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemCloseBrackets = 221,
|
||||
OemCloseBrackets = 221,
|
||||
/// <summary>
|
||||
/// The OEM singled/double quote key on a US standard keyboard.
|
||||
/// </summary>
|
||||
OemQuotes = 222,
|
||||
OemQuotes = 222,
|
||||
/// <summary>
|
||||
/// Used for miscellaneous characters; it can vary by keyboard.
|
||||
/// </summary>
|
||||
Oem8 = 223,
|
||||
Oem8 = 223,
|
||||
/// <summary>
|
||||
/// The OEM angle bracket or backslash key on the RT 102 key keyboard.
|
||||
/// </summary>
|
||||
OemBackslash = 226,
|
||||
OemBackslash = 226,
|
||||
/// <summary>
|
||||
/// IME PROCESS key.
|
||||
/// </summary>
|
||||
ProcessKey = 229,
|
||||
ProcessKey = 229,
|
||||
/// <summary>
|
||||
/// Attn key.
|
||||
/// </summary>
|
||||
Attn = 246,
|
||||
Attn = 246,
|
||||
/// <summary>
|
||||
/// CrSel key.
|
||||
/// </summary>
|
||||
Crsel = 247,
|
||||
Crsel = 247,
|
||||
/// <summary>
|
||||
/// ExSel key.
|
||||
/// </summary>
|
||||
Exsel = 248,
|
||||
Exsel = 248,
|
||||
/// <summary>
|
||||
/// Erase EOF key.
|
||||
/// </summary>
|
||||
EraseEof = 249,
|
||||
EraseEof = 249,
|
||||
/// <summary>
|
||||
/// Play key.
|
||||
/// </summary>
|
||||
Play = 250,
|
||||
Play = 250,
|
||||
/// <summary>
|
||||
/// Zoom key.
|
||||
/// </summary>
|
||||
Zoom = 251,
|
||||
Zoom = 251,
|
||||
/// <summary>
|
||||
/// PA1 key.
|
||||
/// </summary>
|
||||
Pa1 = 253,
|
||||
Pa1 = 253,
|
||||
/// <summary>
|
||||
/// CLEAR key.
|
||||
/// </summary>
|
||||
OemClear = 254,
|
||||
OemClear = 254,
|
||||
/// <summary>
|
||||
/// Green ChatPad key.
|
||||
/// </summary>
|
||||
ChatPadGreen = 0xCA,
|
||||
ChatPadGreen = 0xCA,
|
||||
/// <summary>
|
||||
/// Orange ChatPad key.
|
||||
/// </summary>
|
||||
ChatPadOrange = 0xCB,
|
||||
ChatPadOrange = 0xCB,
|
||||
/// <summary>
|
||||
/// PAUSE key.
|
||||
/// </summary>
|
||||
Pause = 0x13,
|
||||
Pause = 0x13,
|
||||
/// <summary>
|
||||
/// IME Convert key.
|
||||
/// </summary>
|
||||
ImeConvert = 0x1c,
|
||||
ImeConvert = 0x1c,
|
||||
/// <summary>
|
||||
/// IME NoConvert key.
|
||||
/// </summary>
|
||||
ImeNoConvert = 0x1d,
|
||||
ImeNoConvert = 0x1d,
|
||||
/// <summary>
|
||||
/// Kana key on Japanese keyboards.
|
||||
/// </summary>
|
||||
Kana = 0x15,
|
||||
Kana = 0x15,
|
||||
/// <summary>
|
||||
/// Kanji key on Japanese keyboards.
|
||||
/// </summary>
|
||||
Kanji = 0x19,
|
||||
Kanji = 0x19,
|
||||
/// <summary>
|
||||
/// OEM Auto key.
|
||||
/// </summary>
|
||||
OemAuto = 0xf3,
|
||||
OemAuto = 0xf3,
|
||||
/// <summary>
|
||||
/// OEM Copy key.
|
||||
/// </summary>
|
||||
OemCopy = 0xf2,
|
||||
OemCopy = 0xf2,
|
||||
/// <summary>
|
||||
/// OEM Enlarge Window key.
|
||||
/// </summary>
|
||||
OemEnlW = 0xf4
|
||||
}
|
||||
OemEnlW = 0xf4
|
||||
}
|
||||
}
|
||||
|
||||
@@ -147,7 +147,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// </summary>
|
||||
/// <param name="a"><see cref="Point"/> instance on the left of the not equal sign.</param>
|
||||
/// <param name="b"><see cref="Point"/> instance on the right of the not equal sign.</param>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
public static bool operator !=(Point a, Point b)
|
||||
{
|
||||
return !a.Equals(b);
|
||||
|
||||
@@ -138,12 +138,12 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns>The result of the quaternion addition.</returns>
|
||||
public static Quaternion Add(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X + quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y + quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z + quaternion2.Z;
|
||||
quaternion.W = quaternion1.W + quaternion2.W;
|
||||
return quaternion;
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X + quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y + quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z + quaternion2.Z;
|
||||
quaternion.W = quaternion1.W + quaternion2.W;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -154,10 +154,10 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="result">The result of the quaternion addition as an output parameter.</param>
|
||||
public static void Add(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
|
||||
{
|
||||
result.X = quaternion1.X + quaternion2.X;
|
||||
result.Y = quaternion1.Y + quaternion2.Y;
|
||||
result.Z = quaternion1.Z + quaternion2.Z;
|
||||
result.W = quaternion1.W + quaternion2.W;
|
||||
result.X = quaternion1.X + quaternion2.X;
|
||||
result.Y = quaternion1.Y + quaternion2.Y;
|
||||
result.Z = quaternion1.Z + quaternion2.Z;
|
||||
result.W = quaternion1.W + quaternion2.W;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -171,8 +171,8 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="value2">The second <see cref="Quaternion"/> to concatenate.</param>
|
||||
/// <returns>The result of rotation of <paramref name="value1"/> followed by <paramref name="value2"/> rotation.</returns>
|
||||
public static Quaternion Concatenate(Quaternion value1, Quaternion value2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
{
|
||||
Quaternion quaternion;
|
||||
|
||||
float x1 = value1.X;
|
||||
float y1 = value1.Y;
|
||||
@@ -180,17 +180,17 @@ namespace Microsoft.Xna.Framework
|
||||
float w1 = value1.W;
|
||||
|
||||
float x2 = value2.X;
|
||||
float y2 = value2.Y;
|
||||
float z2 = value2.Z;
|
||||
float w2 = value2.W;
|
||||
float y2 = value2.Y;
|
||||
float z2 = value2.Z;
|
||||
float w2 = value2.W;
|
||||
|
||||
quaternion.X = ((x2 * w1) + (x1 * w2)) + ((y2 * z1) - (z2 * y1));
|
||||
quaternion.Y = ((y2 * w1) + (y1 * w2)) + ((z2 * x1) - (x2 * z1));
|
||||
quaternion.Z = ((z2 * w1) + (z1 * w2)) + ((x2 * y1) - (y2 * x1));
|
||||
quaternion.W = (w2 * w1) - (((x2 * x1) + (y2 * y1)) + (z2 * z1));
|
||||
quaternion.X = ((x2 * w1) + (x1 * w2)) + ((y2 * z1) - (z2 * y1));
|
||||
quaternion.Y = ((y2 * w1) + (y1 * w2)) + ((z2 * x1) - (x2 * z1));
|
||||
quaternion.Z = ((z2 * w1) + (z1 * w2)) + ((x2 * y1) - (y2 * x1));
|
||||
quaternion.W = (w2 * w1) - (((x2 * x1) + (y2 * y1)) + (z2 * z1));
|
||||
|
||||
return quaternion;
|
||||
}
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="Quaternion"/> that contains concatenation between two quaternion.
|
||||
@@ -199,7 +199,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="value2">The second <see cref="Quaternion"/> to concatenate.</param>
|
||||
/// <param name="result">The result of rotation of <paramref name="value1"/> followed by <paramref name="value2"/> rotation as an output parameter.</param>
|
||||
public static void Concatenate(ref Quaternion value1, ref Quaternion value2, out Quaternion result)
|
||||
{
|
||||
{
|
||||
float x1 = value1.X;
|
||||
float y1 = value1.Y;
|
||||
float z1 = value1.Z;
|
||||
@@ -224,11 +224,11 @@ namespace Microsoft.Xna.Framework
|
||||
/// Transforms this quaternion into its conjugated version.
|
||||
/// </summary>
|
||||
public void Conjugate()
|
||||
{
|
||||
X = -X;
|
||||
Y = -Y;
|
||||
Z = -Z;
|
||||
}
|
||||
{
|
||||
X = -X;
|
||||
Y = -Y;
|
||||
Z = -Z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="Quaternion"/> that contains conjugated version of the specified quaternion.
|
||||
@@ -236,9 +236,9 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="value">The quaternion which values will be used to create the conjugated version.</param>
|
||||
/// <returns>The conjugate version of the specified quaternion.</returns>
|
||||
public static Quaternion Conjugate(Quaternion value)
|
||||
{
|
||||
return new Quaternion(-value.X,-value.Y,-value.Z,value.W);
|
||||
}
|
||||
{
|
||||
return new Quaternion(-value.X,-value.Y,-value.Z,value.W);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="Quaternion"/> that contains conjugated version of the specified quaternion.
|
||||
@@ -246,12 +246,12 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="value">The quaternion which values will be used to create the conjugated version.</param>
|
||||
/// <param name="result">The conjugated version of the specified quaternion as an output parameter.</param>
|
||||
public static void Conjugate(ref Quaternion value, out Quaternion result)
|
||||
{
|
||||
result.X = -value.X;
|
||||
result.Y = -value.Y;
|
||||
result.Z = -value.Z;
|
||||
result.W = value.W;
|
||||
}
|
||||
{
|
||||
result.X = -value.X;
|
||||
result.Y = -value.Y;
|
||||
result.Z = -value.Z;
|
||||
result.W = value.W;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -265,10 +265,10 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns>The new quaternion builded from axis and angle.</returns>
|
||||
public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle)
|
||||
{
|
||||
float half = angle * 0.5f;
|
||||
float sin = (float)Math.Sin(half);
|
||||
float cos = (float)Math.Cos(half);
|
||||
return new Quaternion(axis.X * sin, axis.Y * sin, axis.Z * sin, cos);
|
||||
float half = angle * 0.5f;
|
||||
float sin = (float)Math.Sin(half);
|
||||
float cos = (float)Math.Cos(half);
|
||||
return new Quaternion(axis.X * sin, axis.Y * sin, axis.Z * sin, cos);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -280,12 +280,12 @@ namespace Microsoft.Xna.Framework
|
||||
public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result)
|
||||
{
|
||||
float half = angle * 0.5f;
|
||||
float sin = (float)Math.Sin(half);
|
||||
float cos = (float)Math.Cos(half);
|
||||
result.X = axis.X * sin;
|
||||
result.Y = axis.Y * sin;
|
||||
result.Z = axis.Z * sin;
|
||||
result.W = cos;
|
||||
float sin = (float)Math.Sin(half);
|
||||
float cos = (float)Math.Cos(half);
|
||||
result.X = axis.X * sin;
|
||||
result.Y = axis.Y * sin;
|
||||
result.Z = axis.Z * sin;
|
||||
result.W = cos;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -304,51 +304,51 @@ namespace Microsoft.Xna.Framework
|
||||
float half;
|
||||
float scale = matrix.M11 + matrix.M22 + matrix.M33;
|
||||
|
||||
if (scale > 0.0f)
|
||||
{
|
||||
if (scale > 0.0f)
|
||||
{
|
||||
sqrt = (float)Math.Sqrt(scale + 1.0f);
|
||||
quaternion.W = sqrt * 0.5f;
|
||||
quaternion.W = sqrt * 0.5f;
|
||||
sqrt = 0.5f / sqrt;
|
||||
|
||||
quaternion.X = (matrix.M23 - matrix.M32) * sqrt;
|
||||
quaternion.Y = (matrix.M31 - matrix.M13) * sqrt;
|
||||
quaternion.Z = (matrix.M12 - matrix.M21) * sqrt;
|
||||
quaternion.X = (matrix.M23 - matrix.M32) * sqrt;
|
||||
quaternion.Y = (matrix.M31 - matrix.M13) * sqrt;
|
||||
quaternion.Z = (matrix.M12 - matrix.M21) * sqrt;
|
||||
|
||||
return quaternion;
|
||||
}
|
||||
if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
|
||||
{
|
||||
return quaternion;
|
||||
}
|
||||
if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
|
||||
{
|
||||
sqrt = (float) Math.Sqrt(1.0f + matrix.M11 - matrix.M22 - matrix.M33);
|
||||
half = 0.5f / sqrt;
|
||||
|
||||
quaternion.X = 0.5f * sqrt;
|
||||
quaternion.Y = (matrix.M12 + matrix.M21) * half;
|
||||
quaternion.Z = (matrix.M13 + matrix.M31) * half;
|
||||
quaternion.W = (matrix.M23 - matrix.M32) * half;
|
||||
quaternion.X = 0.5f * sqrt;
|
||||
quaternion.Y = (matrix.M12 + matrix.M21) * half;
|
||||
quaternion.Z = (matrix.M13 + matrix.M31) * half;
|
||||
quaternion.W = (matrix.M23 - matrix.M32) * half;
|
||||
|
||||
return quaternion;
|
||||
}
|
||||
if (matrix.M22 > matrix.M33)
|
||||
{
|
||||
return quaternion;
|
||||
}
|
||||
if (matrix.M22 > matrix.M33)
|
||||
{
|
||||
sqrt = (float) Math.Sqrt(1.0f + matrix.M22 - matrix.M11 - matrix.M33);
|
||||
half = 0.5f / sqrt;
|
||||
|
||||
quaternion.X = (matrix.M21 + matrix.M12) * half;
|
||||
quaternion.Y = 0.5f * sqrt;
|
||||
quaternion.Z = (matrix.M32 + matrix.M23) * half;
|
||||
quaternion.W = (matrix.M31 - matrix.M13) * half;
|
||||
quaternion.X = (matrix.M21 + matrix.M12) * half;
|
||||
quaternion.Y = 0.5f * sqrt;
|
||||
quaternion.Z = (matrix.M32 + matrix.M23) * half;
|
||||
quaternion.W = (matrix.M31 - matrix.M13) * half;
|
||||
|
||||
return quaternion;
|
||||
}
|
||||
return quaternion;
|
||||
}
|
||||
sqrt = (float) Math.Sqrt(1.0f + matrix.M33 - matrix.M11 - matrix.M22);
|
||||
half = 0.5f / sqrt;
|
||||
half = 0.5f / sqrt;
|
||||
|
||||
quaternion.X = (matrix.M31 + matrix.M13) * half;
|
||||
quaternion.Y = (matrix.M32 + matrix.M23) * half;
|
||||
quaternion.Z = 0.5f * sqrt;
|
||||
quaternion.W = (matrix.M12 - matrix.M21) * half;
|
||||
|
||||
return quaternion;
|
||||
quaternion.X = (matrix.M31 + matrix.M13) * half;
|
||||
quaternion.Y = (matrix.M32 + matrix.M23) * half;
|
||||
quaternion.Z = 0.5f * sqrt;
|
||||
quaternion.W = (matrix.M12 - matrix.M21) * half;
|
||||
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -417,7 +417,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="roll">Roll around the z axis in radians.</param>
|
||||
/// <returns>A new quaternion from the concatenated yaw, pitch, and roll angles.</returns>
|
||||
public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll)
|
||||
{
|
||||
{
|
||||
float halfRoll = roll * 0.5f;
|
||||
float halfPitch = pitch * 0.5f;
|
||||
float halfYaw = yaw * 0.5f;
|
||||
@@ -442,8 +442,8 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="pitch">Pitch around the x axis in radians.</param>
|
||||
/// <param name="roll">Roll around the z axis in radians.</param>
|
||||
/// <param name="result">A new quaternion from the concatenated yaw, pitch, and roll angles as an output parameter.</param>
|
||||
public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result)
|
||||
{
|
||||
public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result)
|
||||
{
|
||||
float halfRoll = roll * 0.5f;
|
||||
float halfPitch = pitch * 0.5f;
|
||||
float halfYaw = yaw * 0.5f;
|
||||
@@ -474,25 +474,25 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Divide(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num13;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num12;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num11;
|
||||
quaternion.W = (w * num) - num10;
|
||||
return quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num13;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num12;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num11;
|
||||
quaternion.W = (w * num) - num10;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -504,23 +504,23 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Divide(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
|
||||
{
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
result.X = ((x * num) + (num4 * w)) + num13;
|
||||
result.Y = ((y * num) + (num3 * w)) + num12;
|
||||
result.Z = ((z * num) + (num2 * w)) + num11;
|
||||
result.W = (w * num) - num10;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
result.X = ((x * num) + (num4 * w)) + num13;
|
||||
result.Y = ((y * num) + (num3 * w)) + num12;
|
||||
result.Z = ((z * num) + (num2 * w)) + num11;
|
||||
result.W = (w * num) - num10;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -572,7 +572,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
|
||||
public bool Equals(Quaternion other)
|
||||
{
|
||||
return X == other.X &&
|
||||
return X == other.X &&
|
||||
Y == other.Y &&
|
||||
Z == other.Z &&
|
||||
W == other.W;
|
||||
@@ -599,13 +599,13 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Inverse(Quaternion quaternion)
|
||||
{
|
||||
Quaternion quaternion2;
|
||||
float num2 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
|
||||
float num = 1f / num2;
|
||||
quaternion2.X = -quaternion.X * num;
|
||||
quaternion2.Y = -quaternion.Y * num;
|
||||
quaternion2.Z = -quaternion.Z * num;
|
||||
quaternion2.W = quaternion.W * num;
|
||||
return quaternion2;
|
||||
float num2 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
|
||||
float num = 1f / num2;
|
||||
quaternion2.X = -quaternion.X * num;
|
||||
quaternion2.Y = -quaternion.Y * num;
|
||||
quaternion2.Z = -quaternion.Z * num;
|
||||
quaternion2.W = quaternion.W * num;
|
||||
return quaternion2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -616,11 +616,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Inverse(ref Quaternion quaternion, out Quaternion result)
|
||||
{
|
||||
float num2 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
|
||||
float num = 1f / num2;
|
||||
result.X = -quaternion.X * num;
|
||||
result.Y = -quaternion.Y * num;
|
||||
result.Z = -quaternion.Z * num;
|
||||
result.W = quaternion.W * num;
|
||||
float num = 1f / num2;
|
||||
result.X = -quaternion.X * num;
|
||||
result.Y = -quaternion.Y * num;
|
||||
result.Z = -quaternion.Z * num;
|
||||
result.W = quaternion.W * num;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -631,7 +631,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns>The magnitude of the quaternion components.</returns>
|
||||
public float Length()
|
||||
{
|
||||
return (float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W));
|
||||
return (float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -655,30 +655,30 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Lerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
|
||||
{
|
||||
float num = amount;
|
||||
float num2 = 1f - num;
|
||||
Quaternion quaternion = new Quaternion();
|
||||
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
if (num5 >= 0f)
|
||||
{
|
||||
quaternion.X = (num2 * quaternion1.X) + (num * quaternion2.X);
|
||||
quaternion.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
|
||||
quaternion.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
|
||||
quaternion.W = (num2 * quaternion1.W) + (num * quaternion2.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
quaternion.X = (num2 * quaternion1.X) - (num * quaternion2.X);
|
||||
quaternion.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
|
||||
quaternion.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
|
||||
quaternion.W = (num2 * quaternion1.W) - (num * quaternion2.W);
|
||||
}
|
||||
float num4 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
|
||||
float num3 = 1f / ((float) Math.Sqrt((double) num4));
|
||||
quaternion.X *= num3;
|
||||
quaternion.Y *= num3;
|
||||
quaternion.Z *= num3;
|
||||
quaternion.W *= num3;
|
||||
return quaternion;
|
||||
float num2 = 1f - num;
|
||||
Quaternion quaternion = new Quaternion();
|
||||
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
if (num5 >= 0f)
|
||||
{
|
||||
quaternion.X = (num2 * quaternion1.X) + (num * quaternion2.X);
|
||||
quaternion.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
|
||||
quaternion.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
|
||||
quaternion.W = (num2 * quaternion1.W) + (num * quaternion2.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
quaternion.X = (num2 * quaternion1.X) - (num * quaternion2.X);
|
||||
quaternion.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
|
||||
quaternion.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
|
||||
quaternion.W = (num2 * quaternion1.W) - (num * quaternion2.W);
|
||||
}
|
||||
float num4 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
|
||||
float num3 = 1f / ((float) Math.Sqrt((double) num4));
|
||||
quaternion.X *= num3;
|
||||
quaternion.Y *= num3;
|
||||
quaternion.Z *= num3;
|
||||
quaternion.W *= num3;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -691,28 +691,28 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
|
||||
{
|
||||
float num = amount;
|
||||
float num2 = 1f - num;
|
||||
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
if (num5 >= 0f)
|
||||
{
|
||||
result.X = (num2 * quaternion1.X) + (num * quaternion2.X);
|
||||
result.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
|
||||
result.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
|
||||
result.W = (num2 * quaternion1.W) + (num * quaternion2.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
result.X = (num2 * quaternion1.X) - (num * quaternion2.X);
|
||||
result.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
|
||||
result.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
|
||||
result.W = (num2 * quaternion1.W) - (num * quaternion2.W);
|
||||
}
|
||||
float num4 = (((result.X * result.X) + (result.Y * result.Y)) + (result.Z * result.Z)) + (result.W * result.W);
|
||||
float num3 = 1f / ((float) Math.Sqrt((double) num4));
|
||||
result.X *= num3;
|
||||
result.Y *= num3;
|
||||
result.Z *= num3;
|
||||
result.W *= num3;
|
||||
float num2 = 1f - num;
|
||||
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
if (num5 >= 0f)
|
||||
{
|
||||
result.X = (num2 * quaternion1.X) + (num * quaternion2.X);
|
||||
result.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
|
||||
result.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
|
||||
result.W = (num2 * quaternion1.W) + (num * quaternion2.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
result.X = (num2 * quaternion1.X) - (num * quaternion2.X);
|
||||
result.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
|
||||
result.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
|
||||
result.W = (num2 * quaternion1.W) - (num * quaternion2.W);
|
||||
}
|
||||
float num4 = (((result.X * result.X) + (result.Y * result.Y)) + (result.Z * result.Z)) + (result.W * result.W);
|
||||
float num3 = 1f / ((float) Math.Sqrt((double) num4));
|
||||
result.X *= num3;
|
||||
result.Y *= num3;
|
||||
result.Z *= num3;
|
||||
result.W *= num3;
|
||||
|
||||
}
|
||||
|
||||
@@ -730,33 +730,33 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
|
||||
{
|
||||
float num2;
|
||||
float num3;
|
||||
Quaternion quaternion;
|
||||
float num = amount;
|
||||
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
bool flag = false;
|
||||
if (num4 < 0f)
|
||||
{
|
||||
flag = true;
|
||||
num4 = -num4;
|
||||
}
|
||||
if (num4 > 0.999999f)
|
||||
{
|
||||
num3 = 1f - num;
|
||||
num2 = flag ? -num : num;
|
||||
}
|
||||
else
|
||||
{
|
||||
float num5 = (float) Math.Acos((double) num4);
|
||||
float num6 = (float) (1.0 / Math.Sin((double) num5));
|
||||
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
|
||||
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
|
||||
}
|
||||
quaternion.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
|
||||
quaternion.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
|
||||
quaternion.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
|
||||
quaternion.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
|
||||
return quaternion;
|
||||
float num3;
|
||||
Quaternion quaternion;
|
||||
float num = amount;
|
||||
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
bool flag = false;
|
||||
if (num4 < 0f)
|
||||
{
|
||||
flag = true;
|
||||
num4 = -num4;
|
||||
}
|
||||
if (num4 > 0.999999f)
|
||||
{
|
||||
num3 = 1f - num;
|
||||
num2 = flag ? -num : num;
|
||||
}
|
||||
else
|
||||
{
|
||||
float num5 = (float) Math.Acos((double) num4);
|
||||
float num6 = (float) (1.0 / Math.Sin((double) num5));
|
||||
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
|
||||
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
|
||||
}
|
||||
quaternion.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
|
||||
quaternion.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
|
||||
quaternion.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
|
||||
quaternion.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -769,31 +769,31 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
|
||||
{
|
||||
float num2;
|
||||
float num3;
|
||||
float num = amount;
|
||||
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
bool flag = false;
|
||||
if (num4 < 0f)
|
||||
{
|
||||
flag = true;
|
||||
num4 = -num4;
|
||||
}
|
||||
if (num4 > 0.999999f)
|
||||
{
|
||||
num3 = 1f - num;
|
||||
num2 = flag ? -num : num;
|
||||
}
|
||||
else
|
||||
{
|
||||
float num5 = (float) Math.Acos((double) num4);
|
||||
float num6 = (float) (1.0 / Math.Sin((double) num5));
|
||||
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
|
||||
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
|
||||
}
|
||||
result.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
|
||||
result.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
|
||||
result.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
|
||||
result.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
|
||||
float num3;
|
||||
float num = amount;
|
||||
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
|
||||
bool flag = false;
|
||||
if (num4 < 0f)
|
||||
{
|
||||
flag = true;
|
||||
num4 = -num4;
|
||||
}
|
||||
if (num4 > 0.999999f)
|
||||
{
|
||||
num3 = 1f - num;
|
||||
num2 = flag ? -num : num;
|
||||
}
|
||||
else
|
||||
{
|
||||
float num5 = (float) Math.Acos((double) num4);
|
||||
float num6 = (float) (1.0 / Math.Sin((double) num5));
|
||||
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
|
||||
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
|
||||
}
|
||||
result.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
|
||||
result.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
|
||||
result.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
|
||||
result.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -809,11 +809,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Subtract(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X - quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y - quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z - quaternion2.Z;
|
||||
quaternion.W = quaternion1.W - quaternion2.W;
|
||||
return quaternion;
|
||||
quaternion.X = quaternion1.X - quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y - quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z - quaternion2.Z;
|
||||
quaternion.W = quaternion1.W - quaternion2.W;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -825,9 +825,9 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Subtract(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
|
||||
{
|
||||
result.X = quaternion1.X - quaternion2.X;
|
||||
result.Y = quaternion1.Y - quaternion2.Y;
|
||||
result.Z = quaternion1.Z - quaternion2.Z;
|
||||
result.W = quaternion1.W - quaternion2.W;
|
||||
result.Y = quaternion1.Y - quaternion2.Y;
|
||||
result.Z = quaternion1.Z - quaternion2.Z;
|
||||
result.W = quaternion1.W - quaternion2.W;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -843,23 +843,23 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Multiply(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num12;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num11;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num10;
|
||||
quaternion.W = (w * num) - num9;
|
||||
return quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num12;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num11;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num10;
|
||||
quaternion.W = (w * num) - num9;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -871,11 +871,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Multiply(Quaternion quaternion1, float scaleFactor)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X * scaleFactor;
|
||||
quaternion.Y = quaternion1.Y * scaleFactor;
|
||||
quaternion.Z = quaternion1.Z * scaleFactor;
|
||||
quaternion.W = quaternion1.W * scaleFactor;
|
||||
return quaternion;
|
||||
quaternion.X = quaternion1.X * scaleFactor;
|
||||
quaternion.Y = quaternion1.Y * scaleFactor;
|
||||
quaternion.Z = quaternion1.Z * scaleFactor;
|
||||
quaternion.W = quaternion1.W * scaleFactor;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -887,9 +887,9 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Multiply(ref Quaternion quaternion1, float scaleFactor, out Quaternion result)
|
||||
{
|
||||
result.X = quaternion1.X * scaleFactor;
|
||||
result.Y = quaternion1.Y * scaleFactor;
|
||||
result.Z = quaternion1.Z * scaleFactor;
|
||||
result.W = quaternion1.W * scaleFactor;
|
||||
result.Y = quaternion1.Y * scaleFactor;
|
||||
result.Z = quaternion1.Z * scaleFactor;
|
||||
result.W = quaternion1.W * scaleFactor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -901,21 +901,21 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Multiply(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
|
||||
{
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
result.X = ((x * num) + (num4 * w)) + num12;
|
||||
result.Y = ((y * num) + (num3 * w)) + num11;
|
||||
result.Z = ((z * num) + (num2 * w)) + num10;
|
||||
result.W = (w * num) - num9;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
result.X = ((x * num) + (num4 * w)) + num12;
|
||||
result.Y = ((y * num) + (num3 * w)) + num11;
|
||||
result.Z = ((z * num) + (num2 * w)) + num10;
|
||||
result.W = (w * num) - num9;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -929,7 +929,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <returns>The result of the quaternion negation.</returns>
|
||||
public static Quaternion Negate(Quaternion quaternion)
|
||||
{
|
||||
return new Quaternion(-quaternion.X, -quaternion.Y, -quaternion.Z, -quaternion.W);
|
||||
return new Quaternion(-quaternion.X, -quaternion.Y, -quaternion.Z, -quaternion.W);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -940,9 +940,9 @@ namespace Microsoft.Xna.Framework
|
||||
public static void Negate(ref Quaternion quaternion, out Quaternion result)
|
||||
{
|
||||
result.X = -quaternion.X;
|
||||
result.Y = -quaternion.Y;
|
||||
result.Z = -quaternion.Z;
|
||||
result.W = -quaternion.W;
|
||||
result.Y = -quaternion.Y;
|
||||
result.Z = -quaternion.Z;
|
||||
result.W = -quaternion.W;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -954,11 +954,11 @@ namespace Microsoft.Xna.Framework
|
||||
/// </summary>
|
||||
public void Normalize()
|
||||
{
|
||||
float num = 1f / ((float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W)));
|
||||
X *= num;
|
||||
Y *= num;
|
||||
Z *= num;
|
||||
W *= num;
|
||||
float num = 1f / ((float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W)));
|
||||
X *= num;
|
||||
Y *= num;
|
||||
Z *= num;
|
||||
W *= num;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -969,12 +969,12 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion Normalize(Quaternion quaternion)
|
||||
{
|
||||
Quaternion result;
|
||||
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
|
||||
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
|
||||
result.X = quaternion.X * num;
|
||||
result.Y = quaternion.Y * num;
|
||||
result.Z = quaternion.Z * num;
|
||||
result.W = quaternion.W * num;
|
||||
return result;
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -984,11 +984,11 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="result">The unit length quaternion an output parameter.</param>
|
||||
public static void Normalize(ref Quaternion quaternion, out Quaternion result)
|
||||
{
|
||||
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
|
||||
result.X = quaternion.X * num;
|
||||
result.Y = quaternion.Y * num;
|
||||
result.Z = quaternion.Z * num;
|
||||
result.W = quaternion.W * num;
|
||||
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
|
||||
result.X = quaternion.X * num;
|
||||
result.Y = quaternion.Y * num;
|
||||
result.Z = quaternion.Z * num;
|
||||
result.W = quaternion.W * num;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -1025,11 +1025,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator +(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X + quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y + quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z + quaternion2.Z;
|
||||
quaternion.W = quaternion1.W + quaternion2.W;
|
||||
return quaternion;
|
||||
quaternion.X = quaternion1.X + quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y + quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z + quaternion2.Z;
|
||||
quaternion.W = quaternion1.W + quaternion2.W;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1041,25 +1041,25 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator /(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num13;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num12;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num11;
|
||||
quaternion.W = (w * num) - num10;
|
||||
return quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
|
||||
float num5 = 1f / num14;
|
||||
float num4 = -quaternion2.X * num5;
|
||||
float num3 = -quaternion2.Y * num5;
|
||||
float num2 = -quaternion2.Z * num5;
|
||||
float num = quaternion2.W * num5;
|
||||
float num13 = (y * num2) - (z * num3);
|
||||
float num12 = (z * num4) - (x * num2);
|
||||
float num11 = (x * num3) - (y * num4);
|
||||
float num10 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num13;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num12;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num11;
|
||||
quaternion.W = (w * num) - num10;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1078,14 +1078,14 @@ namespace Microsoft.Xna.Framework
|
||||
/// </summary>
|
||||
/// <param name="quaternion1"><see cref="Quaternion"/> instance on the left of the not equal sign.</param>
|
||||
/// <param name="quaternion2"><see cref="Quaternion"/> instance on the right of the not equal sign.</param>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
public static bool operator !=(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
if (((quaternion1.X == quaternion2.X) && (quaternion1.Y == quaternion2.Y)) && (quaternion1.Z == quaternion2.Z))
|
||||
{
|
||||
return (quaternion1.W != quaternion2.W);
|
||||
}
|
||||
return true;
|
||||
{
|
||||
return (quaternion1.W != quaternion2.W);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1097,23 +1097,23 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator *(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num12;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num11;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num10;
|
||||
quaternion.W = (w * num) - num9;
|
||||
return quaternion;
|
||||
float x = quaternion1.X;
|
||||
float y = quaternion1.Y;
|
||||
float z = quaternion1.Z;
|
||||
float w = quaternion1.W;
|
||||
float num4 = quaternion2.X;
|
||||
float num3 = quaternion2.Y;
|
||||
float num2 = quaternion2.Z;
|
||||
float num = quaternion2.W;
|
||||
float num12 = (y * num2) - (z * num3);
|
||||
float num11 = (z * num4) - (x * num2);
|
||||
float num10 = (x * num3) - (y * num4);
|
||||
float num9 = ((x * num4) + (y * num3)) + (z * num2);
|
||||
quaternion.X = ((x * num) + (num4 * w)) + num12;
|
||||
quaternion.Y = ((y * num) + (num3 * w)) + num11;
|
||||
quaternion.Z = ((z * num) + (num2 * w)) + num10;
|
||||
quaternion.W = (w * num) - num9;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1125,11 +1125,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator *(Quaternion quaternion1, float scaleFactor)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X * scaleFactor;
|
||||
quaternion.Y = quaternion1.Y * scaleFactor;
|
||||
quaternion.Z = quaternion1.Z * scaleFactor;
|
||||
quaternion.W = quaternion1.W * scaleFactor;
|
||||
return quaternion;
|
||||
quaternion.X = quaternion1.X * scaleFactor;
|
||||
quaternion.Y = quaternion1.Y * scaleFactor;
|
||||
quaternion.Z = quaternion1.Z * scaleFactor;
|
||||
quaternion.W = quaternion1.W * scaleFactor;
|
||||
return quaternion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1141,11 +1141,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator -(Quaternion quaternion1, Quaternion quaternion2)
|
||||
{
|
||||
Quaternion quaternion;
|
||||
quaternion.X = quaternion1.X - quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y - quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z - quaternion2.Z;
|
||||
quaternion.W = quaternion1.W - quaternion2.W;
|
||||
return quaternion;
|
||||
quaternion.X = quaternion1.X - quaternion2.X;
|
||||
quaternion.Y = quaternion1.Y - quaternion2.Y;
|
||||
quaternion.Z = quaternion1.Z - quaternion2.Z;
|
||||
quaternion.W = quaternion1.W - quaternion2.W;
|
||||
return quaternion;
|
||||
|
||||
}
|
||||
|
||||
@@ -1157,11 +1157,11 @@ namespace Microsoft.Xna.Framework
|
||||
public static Quaternion operator -(Quaternion quaternion)
|
||||
{
|
||||
Quaternion quaternion2;
|
||||
quaternion2.X = -quaternion.X;
|
||||
quaternion2.Y = -quaternion.Y;
|
||||
quaternion2.Z = -quaternion.Z;
|
||||
quaternion2.W = -quaternion.W;
|
||||
return quaternion2;
|
||||
quaternion2.X = -quaternion.X;
|
||||
quaternion2.Y = -quaternion.Y;
|
||||
quaternion2.Z = -quaternion.Z;
|
||||
quaternion2.W = -quaternion.W;
|
||||
return quaternion2;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -236,7 +236,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// <param name="x">The x coordinate of the point to check for containment.</param>
|
||||
/// <param name="y">The y coordinate of the point to check for containment.</param>
|
||||
/// <returns><c>true</c> if the provided coordinates lie inside this <see cref="Rectangle"/>; <c>false</c> otherwise.</returns>
|
||||
public bool Contains(int x, int y)
|
||||
public bool Contains(int x, int y)
|
||||
{
|
||||
return ((((this.X <= x) && (x < (this.X + this.Width))) && (this.Y <= y)) && (y < (this.Y + this.Height)));
|
||||
}
|
||||
@@ -251,7 +251,7 @@ namespace Microsoft.Xna.Framework
|
||||
{
|
||||
return ((((this.X <= x) && (x < (this.X + this.Width))) && (this.Y <= y)) && (y < (this.Y + this.Height)));
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Gets whether or not the provided <see cref="Point"/> lies within the bounds of this <see cref="Rectangle"/>.
|
||||
/// </summary>
|
||||
@@ -517,7 +517,7 @@ namespace Microsoft.Xna.Framework
|
||||
result.Width = Math.Max(value1.Right, value2.Right) - result.X;
|
||||
result.Height = Math.Max(value1.Bottom, value2.Bottom) - result.Y;
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1120,7 +1120,7 @@ namespace Microsoft.Xna.Framework
|
||||
/// </summary>
|
||||
/// <param name="value1"><see cref="Vector4"/> instance on the left of the not equal sign.</param>
|
||||
/// <param name="value2"><see cref="Vector4"/> instance on the right of the not equal sign.</param>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
|
||||
public static bool operator !=(Vector4 value1, Vector4 value2)
|
||||
{
|
||||
return !(value1 == value2);
|
||||
|
||||
Reference in New Issue
Block a user