/// <param name="left">Left operand</param>
/// <param name="right">Right operand</param>
/// <returns>The minimum Vector3</returns>
+ [Obsolete("Use MagnitudeMin() instead.")]
public static Vector2 Min(Vector2 left, Vector2 right)
{
return left.LengthSquared < right.LengthSquared ? left : right;
/// <param name="left">Left operand</param>
/// <param name="right">Right operand</param>
/// <returns>The minimum Vector3</returns>
+ [Obsolete("Use MagnitudeMax() instead.")]
public static Vector2 Max(Vector2 left, Vector2 right)
{
return left.LengthSquared >= right.LengthSquared ? left : right;
vec.Y *= scale.Y;
return vec;
}
-
+
/// <summary>
/// Divides the specified instance by a scalar.
/// </summary>
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <returns>The component-wise minimum</returns>
+ [Obsolete("Use ComponentMin() instead.")]
public static Vector2d Min(Vector2d a, Vector2d b)
{
a.X = a.X < b.X ? a.X : b.X;
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <param name="result">The component-wise minimum</param>
+ [Obsolete("Use ComponentMin() instead.")]
public static void Min(ref Vector2d a, ref Vector2d b, out Vector2d result)
{
result.X = a.X < b.X ? a.X : b.X;
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <returns>The component-wise maximum</returns>
+ [Obsolete("Use ComponentMax() instead.")]
public static Vector2d Max(Vector2d a, Vector2d b)
{
a.X = a.X > b.X ? a.X : b.X;
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <param name="result">The component-wise maximum</param>
+ [Obsolete("Use ComponentMax() instead.")]
public static void Max(ref Vector2d a, ref Vector2d b, out Vector2d result)
{
result.X = a.X > b.X ? a.X : b.X;
vec.Y *= scale.Y;
return vec;
}
-
+
/// <summary>
/// Divides an instance by a scalar.
/// </summary>
/// <param name="left">Left operand</param>
/// <param name="right">Right operand</param>
/// <returns>The minimum Vector3</returns>
+ [Obsolete("Use MagnitudeMin() instead.")]
public static Vector3 Min(Vector3 left, Vector3 right)
{
return left.LengthSquared < right.LengthSquared ? left : right;
/// <param name="left">Left operand</param>
/// <param name="right">Right operand</param>
/// <returns>The minimum Vector3</returns>
+ [Obsolete("Use MagnitudeMax() instead.")]
public static Vector3 Max(Vector3 left, Vector3 right)
{
return left.LengthSquared >= right.LengthSquared ? left : right;
{
Vector4 result;
- result.X =
- vector.X * worldViewProjection.M11 +
- vector.Y * worldViewProjection.M21 +
- vector.Z * worldViewProjection.M31 +
+ result.X =
+ vector.X * worldViewProjection.M11 +
+ vector.Y * worldViewProjection.M21 +
+ vector.Z * worldViewProjection.M31 +
worldViewProjection.M41;
result.Y =
/// <param name="left">Left operand</param>
/// <param name="right">Right operand</param>
/// <returns>The minimum Vector3</returns>
+ [Obsolete("Use MagnitudeMin() instead.")]
public static Vector3d Min(Vector3d left, Vector3d right)
{
return left.LengthSquared < right.LengthSquared ? left : right;
/// <param name="left">Left operand</param>
/// <param name="right">Right operand</param>
/// <returns>The minimum Vector3</returns>
+ [Obsolete("Use MagnitudeMax() instead.")]
public static Vector3d Max(Vector3d left, Vector3d right)
{
return left.LengthSquared >= right.LengthSquared ? left : right;
vec.Z *= scale;
return vec;
}
-
+
/// <summary>
/// Component-wise multiplication between the specified instance by a scale vector.
/// </summary>
vec.Z *= scale.Z;
return vec;
}
-
+
/// <summary>
/// Divides an instance by a scalar.
/// </summary>
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <returns>The component-wise minimum</returns>
+ [Obsolete("Use ComponentMin() instead.")]
public static Vector4 Min(Vector4 a, Vector4 b)
{
a.X = a.X < b.X ? a.X : b.X;
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <param name="result">The component-wise minimum</param>
+ [Obsolete("Use ComponentMin() instead.")]
public static void Min(ref Vector4 a, ref Vector4 b, out Vector4 result)
{
result.X = a.X < b.X ? a.X : b.X;
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <returns>The component-wise maximum</returns>
+ [Obsolete("Use ComponentMax() instead.")]
public static Vector4 Max(Vector4 a, Vector4 b)
{
a.X = a.X > b.X ? a.X : b.X;
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <param name="result">The component-wise maximum</param>
+ [Obsolete("Use ComponentMax() instead.")]
public static void Max(ref Vector4 a, ref Vector4 b, out Vector4 result)
{
result.X = a.X > b.X ? a.X : b.X;
vec.W *= scale;
return vec;
}
-
+
/// <summary>
/// Component-wise multiplication between the specified instance by a scale vector.
/// </summary>
#endregion
#region Public Members
-
+
/// <summary>
/// Gets or sets the value at the index of the Vector.
/// </summary>
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <returns>The component-wise minimum</returns>
+ [Obsolete("Use ComponentMin() instead.")]
public static Vector4d Min(Vector4d a, Vector4d b)
{
a.X = a.X < b.X ? a.X : b.X;
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <param name="result">The component-wise minimum</param>
+ [Obsolete("Use ComponentMin() instead.")]
public static void Min(ref Vector4d a, ref Vector4d b, out Vector4d result)
{
result.X = a.X < b.X ? a.X : b.X;
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <returns>The component-wise maximum</returns>
+ [Obsolete("Use ComponentMax() instead.")]
public static Vector4d Max(Vector4d a, Vector4d b)
{
a.X = a.X > b.X ? a.X : b.X;
/// <param name="a">First operand</param>
/// <param name="b">Second operand</param>
/// <param name="result">The component-wise maximum</param>
+ [Obsolete("Use ComponentMax() instead.")]
public static void Max(ref Vector4d a, ref Vector4d b, out Vector4d result)
{
result.X = a.X > b.X ? a.X : b.X;
vec.W *= scale;
return vec;
}
-
+
/// <summary>
/// Component-wise multiplication between the specified instance by a scale vector.
/// </summary>