{
/// <summary>
- /// A four dimensional vector.
+ /// A four-dimensional vector.
/// </summary>
public class Vector4 : global::System.IDisposable
{
}
/// <summary>
- /// Addition operator.
+ /// The addition operator.
/// </summary>
- /// <param name="arg1">First value</param>
- /// <param name="arg2">Second value</param>
- /// <returns>A vector containing the result of the addition</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the addition.</returns>
public static Vector4 operator +(Vector4 arg1, Vector4 arg2)
{
return arg1.Add(arg2);
}
/// <summary>
- /// Subtraction operator.
+ /// The subtraction operator.
/// </summary>
- /// <param name="arg1">First value</param>
- /// <param name="arg2">Second value</param>
- /// <returns>A vector containing the result of the subtraction</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the subtraction.</returns>
public static Vector4 operator -(Vector4 arg1, Vector4 arg2)
{
return arg1.Subtract(arg2);
}
/// <summary>
- /// Unary negation operator.
+ /// The unary negation operator.
/// </summary>
- /// <param name="arg1">Target Value</param>
- /// <returns>A vector containg the negation</returns>
+ /// <param name="arg1">The target value.</param>
+ /// <returns>The vector containing the negation.</returns>
public static Vector4 operator -(Vector4 arg1)
{
return arg1.Subtract();
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A vector containing the result of the multiplication</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the multiplication.</returns>
public static Vector4 operator *(Vector4 arg1, Vector4 arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Multiplication operator.
+ /// The multiplication operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">The float value to scale the vector</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The float value to scale the vector.</param>
+ /// <returns>The vector containing the result of scaling.</returns>
public static Vector4 operator *(Vector4 arg1, float arg2)
{
return arg1.Multiply(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">Second Value</param>
- /// <returns>A vector containing the result of the division</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The second value.</param>
+ /// <returns>The vector containing the result of the division.</returns>
public static Vector4 operator /(Vector4 arg1, Vector4 arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Division operator.
+ /// The division operator.
/// </summary>
- /// <param name="arg1">First Value</param>
- /// <param name="arg2">The float value to scale the vector by</param>
- /// <returns>A vector containing the result of the scaling</returns>
+ /// <param name="arg1">The first value.</param>
+ /// <param name="arg2">The float value to scale the vector by.</param>
+ /// <returns>The vector containing the result of scaling.</returns>
public static Vector4 operator /(Vector4 arg1, float arg2)
{
return arg1.Divide(arg2);
}
/// <summary>
- /// Array subscript operator overload.
+ /// The array subscript operator overload.
/// </summary>
- /// <param name="index">Subscript index</param>
- /// <returns>The float at the given index</returns>
+ /// <param name="index">The subscript index.</param>
+ /// <returns>The float at the given index.</returns>
public float this[uint index]
{
get
}
/// <summary>
- /// Default constructor, initializes the vector to 0.
+ /// The default constructor initializes the vector to 0.
/// </summary>
public Vector4() : this(NDalicPINVOKE.new_Vector4__SWIG_0(), true)
{
}
/// <summary>
- /// Conversion constructor from four floats.
+ /// The conversion constructor from four floats.
/// </summary>
- /// <param name="x">x (or r/s) component</param>
- /// <param name="y">y (or g/t) component</param>
- /// <param name="z">z (or b/p) component</param>
- /// <param name="w">w (or a/q) component</param>
+ /// <param name="x">The x (or r/s) component.</param>
+ /// <param name="y">The y (or g/t) component.</param>
+ /// <param name="z">The z (or b/p) component.</param>
+ /// <param name="w">The w (or a/q) component.</param>
public Vector4(float x, float y, float z, float w) : this(NDalicPINVOKE.new_Vector4__SWIG_1(x, y, z, w), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Conversion constructor from an array of four floats.
+ /// The conversion constructor from an array of four floats.
/// </summary>
- /// <param name="array">array Array of either xyzw/rgba/stpq</param>
+ /// <param name="array">The array of either xyzw/rgba/stpq.</param>
public Vector4(float[] array) : this(NDalicPINVOKE.new_Vector4__SWIG_2(array), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Conversion constructor from Vector2.
+ /// The conversion constructor from Vector2.
/// </summary>
- /// <param name="vec2">Vector2 to copy from, z and w are initialized to 0</param>
+ /// <param name="vec2">Vector2 to copy from, z and w are initialized to 0.</param>
public Vector4(Vector2 vec2) : this(NDalicPINVOKE.new_Vector4__SWIG_3(Vector2.getCPtr(vec2)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// Conversion constructor from Vector3.
+ /// The conversion constructor from Vector3.
/// </summary>
- /// <param name="vec3">Vector3 to copy from, w is initialized to 0</param>
+ /// <param name="vec3">Vector3 to copy from, w is initialized to 0.</param>
public Vector4(Vector3 vec3) : this(NDalicPINVOKE.new_Vector4__SWIG_4(Vector3.getCPtr(vec3)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
/// <summary>
- /// (1.0f,1.0f,1.0f,1.0f)
+ /// (1.0f,1.0f,1.0f,1.0f).
/// </summary>
public static Vector4 One
{
}
/// <summary>
- /// (1.0f,0.0f,0.0f,0.0f)
+ /// (1.0f,0.0f,0.0f,0.0f).
/// </summary>
public static Vector4 XAxis
{
}
/// <summary>
- /// (0.0f,1.0f,0.0f,0.0f)
+ /// (0.0f,1.0f,0.0f,0.0f).
/// </summary>
public static Vector4 YAxis
{
}
/// <summary>
- /// (0.0f,0.0f,1.0f,0.0f)
+ /// (0.0f,0.0f,1.0f,0.0f).
/// </summary>
public static Vector4 ZAxis
{
}
/// <summary>
- /// (0.0f, 0.0f, 0.0f, 0.0f)
+ /// (0.0f, 0.0f, 0.0f, 0.0f).
/// </summary>
public static Vector4 Zero
{
/// <summary>
/// Returns the length of the vector.
/// </summary>
- /// <returns>The length</returns>
+ /// <returns>The length.</returns>
public float Length()
{
float ret = NDalicPINVOKE.Vector4_Length(swigCPtr);
/// This is faster than using Length() when performing
/// threshold checks as it avoids use of the square root.<br>
/// </summary>
- /// <returns>The length of the vector squared</returns>
+ /// <returns>The length of the vector squared.</returns>
public float LengthSquared()
{
float ret = NDalicPINVOKE.Vector4_LengthSquared(swigCPtr);
/// <summary>
/// Clamps the vector between minimum and maximum vectors.
/// </summary>
- /// <param name="min">The minimum vector</param>
- /// <param name="max">The maximum vector</param>
+ /// <param name="min">The minimum vector.</param>
+ /// <param name="max">The maximum vector.</param>
public void Clamp(Vector4 min, Vector4 max)
{
NDalicPINVOKE.Vector4_Clamp(swigCPtr, Vector4.getCPtr(min), Vector4.getCPtr(max));
}
/// <summary>
- /// x component
+ /// The x component.
/// </summary>
public float X
{
}
/// <summary>
- /// red component
+ /// The red component.
/// </summary>
public float R
{
}
/// <summary>
- /// s component
+ /// The s component.
/// </summary>
public float S
{
}
/// <summary>
- /// y component
+ /// The y component.
/// </summary>
public float Y
{
}
/// <summary>
- /// green component
+ /// The green component.
/// </summary>
public float G
{
}
/// <summary>
- /// t component
+ /// The t component.
/// </summary>
public float T
{
}
/// <summary>
- /// z component
+ /// The z component.
/// </summary>
public float Z
{
}
/// <summary>
- /// blue component
+ /// The blue component.
/// </summary>
public float B
{
}
/// <summary>
- /// p component
+ /// The p component.
/// </summary>
public float P
{
}
/// <summary>
- /// w component
+ /// The w component.
/// </summary>
public float W
{
}
/// <summary>
- /// alpha component
+ /// The alpha component.
/// </summary>
public float A
{
}
/// <summary>
- /// q component
+ /// The q component.
/// </summary>
public float Q
{