DualityPrimitives Represents a 16-byte Hsva color value. A general interface for different types of color data. Converts the color to a -Rgba value. Sets the color base ond a -Rgba value. Converts the color to a -Argb value. Sets the color base ond a -Argb value. White. Black. Fully saturated and max-brightness red. Fully saturated and max-brightness green. Fully saturated and max-brightness blue. A very light grey. A light grey. Medium grey. A dark grey. A very dark grey. Transparent white. Completely invisible, when drawn, but might make a difference as a background color. Transparent black. Completely invisible, when drawn, but might make a difference as a background color. Hue component as float [0.0f - 1.0f]. Saturation component as float [0.0f - 1.0f]. Value component as float [0.0f - 1.0f]. Alpha component as float [0.0f - 1.0f]. Creates a new color based on an existing one. This is basically a copy-constructor. Creates a new color. Hue as float [0.0f - 1.0f]. Saturation as float [0.0f - 1.0f]. Value as float [0.0f - 1.0f]. Alpha as float [0.0f - 1.0f]. Calculates the colors luminance. It is an approximation on how bright the color actually looks to the human eye, weighting each (Rgba) color component differently. The colors luminance as float [0.0f - 1.0f]. Returns a new version of the color with an adjusted hue component. The new hue component as float [0.0f - 1.0f]. A new color with the specified adjustments. Returns a new version of the color with an adjusted saturation component. The new saturation component as float [0.0f - 1.0f]. A new color with the specified adjustments. Returns a new version of the color with an adjusted value component. The new value component as float [0.0f - 1.0f]. A new color with the specified adjustments. Returns a new version of the color with an adjusted alpha component. The new alpha component as float [0.0f - 1.0f]. A new color with the specified adjustments. Converts the color to int-Rgba. Converts the color to int-Argb. Converts the color to Rgba. Adjusts the color to match the specified int-Rgba color. Adjusts the color to match the specified int-Argb color. Adjusts the color to match the specified Rgba color. Returns whether this color equals the specified one. Creates a new color based on an int-Rgba value. Creates a new color based on an int-Argb value. Creates a new color based on a Rgba value. Returns whether two colors are equal. The first color. The second color. Returns whether two colors are unequal. The first color. The second color. Represents a 4-byte Rgba color value. White. Black. Fully saturated and max-brightness red. Also known as [255,0,0]. Fully saturated and max-brightness green. Also known as [0,255,0]. Fully saturated and max-brightness blue. Also known as [0,0,255]. A very light grey. Value: 224. A light grey. Value: 192. Medium grey. Value: 128. A dark grey. Value: 64. A very dark grey. Value: 32. Transparent white. Completely invisible, when drawn, but might make a difference as a background color. Transparent black. Completely invisible, when drawn, but might make a difference as a background color. Red color component. Green color component. Blue color component. Alpha color component. Usually treated as opacity. Creates a new color based on an existing one. This is basically a copy-constructor. Creates a new color based on an int-Rgba value. Creates a new color. The red component. The green component. The blue component. The alpha component. Creates a new color based on value (brightness) and alpha. The value / brightness of the color. The colors alpha value. Creates a new color. The red component as float [0.0f - 1.0f]. The green component as float [0.0f - 1.0f]. The blue component as float [0.0f - 1.0f]. The alpha component as float [0.0f - 1.0f]. Creates a new color based on value (brightness) and alpha. The value / brightness of the color as float [0.0f - 1.0f]. The colors alpha value as float [0.0f - 1.0f]. Returns a new version of the color with an adjusted red component. The new red component. A new color with the specified adjustments. Returns a new version of the color with an adjusted green component. The new green component. A new color with the specified adjustments. Returns a new version of the color with an adjusted blue component. The new blue component. A new color with the specified adjustments. Returns a new version of the color with an adjusted alpha component. The new alpha component. A new color with the specified adjustments. Returns a new version of the color with an adjusted red component. The new red component as float [0.0f - 1.0f]. A new color with the specified adjustments. Returns a new version of the color with an adjusted green component. The new green component as float [0.0f - 1.0f]. A new color with the specified adjustments. Returns a new version of the color with an adjusted blue component. The new blue component as float [0.0f - 1.0f]. A new color with the specified adjustments. Returns a new version of the color with an adjusted alpha component. The new alpha component as float [0.0f - 1.0f]. A new color with the specified adjustments. Calculates the colors luminance. It is an approximation on how bright the color actually looks to the human eye, weighting each color component differently. The colors luminance as float [0.0f - 1.0f]. Converts the color to int-Rgba. Converts the color to int-Argb. Converts the color to Hsva. Adjusts the color to match the specified int-Argb color. Adjusts the color to match the specified int-Rgba color. Adjusts the color to match the specified Hsva color. Returns whether this color equals the specified one. Creates a new color based on an int-Rgba value. Creates a new color based on an int-Argb value. Creates a new color based on a Hsva value. Mixes two colors by performing a linear interpolation between both. The first color. The second color. The linear interpolation value. Zero equals the first color, one equals the second color. The interpolated / mixed color. Returns whether two colors are equal. The first color. The second color. Returns whether two colors are unequal. The first color. The second color. Adds two colors component-wise. The first color. The second color. Subtracts the second color from the first component-wise. The first color. The second color. Multiplies two colors component-wise. The first color. The second color. Scales a color by the specified factor. This affects color and alpha equally. The color to scale. The scaling factor. Adds two colors component-wise. The first color. The second color. Subtracts two colors component-wise. The first color. The second color. Multiplies two colors component-wise. The first color. The second color. Scales a color by the specified factor. This affects color and alpha equally. The color that is to be scaled. The scaling factor. Represents a 2D spatial alignment. Align to its center. Align to its left. Align to its right. Align to its top. Align to its bottom. Align to its top left. Align to its top right. Align to its bottom left. Align to its bottom right. Applies the alignment to the specified vector. Applies the alignment to the specified vector. Applies the alignment to the specified vector. Applies the alignment to the specified vector. Applies the alignment to the specified vector. Provides math utility methods and float versions of to fit Duality arithmetics. Euler's number, base of the natural logarithm. Approximately 2.7182818284. Mmmhh... pie! Equals / 2. Equals / 3. Equals / 4. Equals / 6. Equals 2 * . A one degree angle in radians. A 30 degree angle in radians. Equals . A 45 degree angle in radians. Equals . A 90 degree angle in radians. Equals . A 180 degree angle in radians. Equals . A 270 degree angle in radians. Equals . A 360 degree angle in radians. Equals . Converts the specified float value to decimal and clamps it if necessary. Returns the absolute value of a . A number. The absolute value of the number. Returns the absolute value of a . A number. The absolute value of the number. Returns the lowest whole-number bigger than the specified one. (Rounds up) A number. The rounded number. Returns the highest whole-number smaller than the specified one. (Rounds down) A number. The rounded number. Rounds the specified value. A number. The rounded number. Rounds the specified value to a certain number of fraction digits. A number. The number of fraction digits to round to. The rounded number. Rounds the specified value. A number. Specifies what happens if the value is exactly inbetween two numbers. The rounded number. Rounds the specified value to a certain number of fraction digits. A number. The number of fraction digits to round to. Specifies what happens if the value is exactly inbetween two numbers. The rounded number. Rounds the specified value to an integer value. A number. The rounded number as . Rounds the specified value to an integer value. A number. Specifies what happens if the value is exactly inbetween two numbers. The rounded number as . Returns the sign of a value. A number. -1 if negative, 1 if positive and 0 if zero. Returns the sign of a value. A number. -1 if negative, 1 if positive and 0 if zero. Returns a numbers square root. A number. The numbers square root. Returns the factorial of an integer value. A number. The factorial of the number. Returns the lower of two values. The lowest value. Returns the lowest of three values. The lowest value. Returns the lowest of four values. The lowest value. Returns the lowest of any number of values. The lowest value. Returns the lower of two values. The lowest value. Returns the lowest of three values. The lowest value. Returns the lowest of four values. The lowest value. Returns the lowest of any number of values. The lowest value. Returns the higher of two values. The highest value. Returns the highest of three values. The highest value. Returns the highest of four values. The highest value. Returns the highest of any number of values. The highest value. Returns the higher of two values. The highest value. Returns the highest of three values. The highest value. Returns the highest of four values. The highest value. Returns the highest of any number of values. The highest value. Clamps a value between minimum and maximum. The value to clamp. The minimum value that can't be deceeded. The maximum value that can't be exceeded. The clamped value. Clamps a value between minimum and maximum. The value to clamp. The minimum value that can't be deceeded. The maximum value that can't be exceeded. The clamped value. Performs linear interpolation between two values. The first anchor value. The second anchor value. Ratio between first and second anchor. Zero will result in anchor a, one will result in anchor b. Performs linear interpolation between two values. The first anchor value. The second anchor value. Ratio between first and second anchor. Zero will result in anchor a, one will result in anchor b. Returns the specified power of . Returns the natural logarithm of a value. Returns the specified power of a value. The base value. Specifies the power to return. Returns the logarithm of a value. The value whichs logarithm is to be calculated. The base of the logarithm. Returns the sine value of the specified (radian) angle. A radian angle. Returns the cosine value of the specified (radian) angle. A radian angle. Returns the tangent value of the specified (radian) angle. A radian angle. Returns the inverse sine value of the specified (radian) angle. A radian angle. Returns the inverse cosine value of the specified (radian) angle. A radian angle. Returns the inverse tangent value of the specified (radian) angle. A radian angle. Returns the (radian) angle whose tangent is the quotient of two specified numbers. The y coordinate of a point. The x coordinate of a point. Converts degrees to radians. Converts radians to degrees. Normalizes a value to the given circular area. The normalized value between min (inclusive) and max (exclusive). NormalizeVar(480, 0, 360) will return 120. Normalizes a value to the given circular area. The normalized value between min (inclusive) and max (exclusive). NormalizeVar(480, 0, 360) will return 120. Normalizes a radian angle to values between zero and . The normalized value between zero and . NormalizeAngle( + ) will return . Returns the distance between two points in 2d space. The x-Coordinate of the first point. The y-Coordinate of the first point. The x-Coordinate of the second point. The y-Coordinate of the second point. The distance between both points. Returns the distance between a point and [0,0] in 2d space. The x-Coordinate of the point. The y-Coordinate of the point. The distance between the point and [0,0]. Returns the squared distance between two points in 2d space. The x-Coordinate of the first point. The y-Coordinate of the first point. The x-Coordinate of the second point. The y-Coordinate of the second point. The distance between both points. This method is faster than . If sufficient, such as for distance comparison, consider using this method instead. Returns the squared distance between a point and [0,0] in 2d space. The x-Coordinate of the point. The y-Coordinate of the point. The distance between the point and [0,0]. This method is faster than . If sufficient, such as for distance comparison, consider using this method instead. Calculates the angle between two points in 2D space. The x-Coordinate of the first point. The y-Coordinate of the first point. The x-Coordinate of the second point. The y-Coordinate of the second point. The angle between [x1,y1] and [x2,y2] in radians. Calculates the angle from [0,0] to a specified point in 2D space. The x-Coordinate of the point. The y-Coordinate of the point. The angle between [0,0] and [x,y] in radians. Assuming a circular value area, this method returns the direction to "turn" value 1 to when it comes to take the shortest way to value 2. The first (source) value. The second (destination) value. Minimum value. Maximum value. -1 for "left" / lower, 1 for "right" / higher and 0 for "stay" / equal Assuming a circular value area, this method returns the direction to "turn" value 1 to when it comes to take the shortest way to value 2. The first (source) value. The second (destination) value. Minimum value. Maximum value. -1 for "left" / lower, 1 for "right" / higher and 0 for "stay" / equal Assuming an angular (radian) value area, this method returns the direction to "turn" value 1 to when it comes to take the shortest way to value 2. The first (source) value. The second (destination) value. -1 for "left" / lower, 1 for "right" / higher and 0 for "stay" / equal Calculates the distance between two values assuming a circular value area. Value 1 Value 2 Value area minimum Value area maximum Value distance Calculates the distance between two values assuming a circular value area. Value 1 Value 2 Value area minimum Value area maximum Value distance Calculates the distance between two angular (radian) values. The first (radian) angle. The second (radian) angle. The angular distance in radians between both angles. Turns and scales a specific coordinate around the specified center point. The x-Coordinate to transform. The y-Coordinate to transform. The rotation to apply in radians. The scale factor to apply. The x-Coordinate of the transformations origin. The y-Coordinate of the transformations origin. Turns and scales a specific coordinate around [0,0]. The x-Coordinate to transform. The y-Coordinate to transform. The rotation to apply in radians. The scale factor to apply. Turns a specific coordinate around [0,0]. The x-Coordinate to transform. The y-Coordinate to transform. The rotation to apply in radians. Prepares a 2d transformation (rotation and scale). The rotation to apply in radians. The scale factor to apply. Dot product base for the transformed x value. Dot product base for the transformed y value. Prepares a 2d transformation (rotation and scale). The rotation to apply in radians. The scale factor to apply. Dot product base for the transformed x value. Dot product base for the transformed y value. Prepares a 2d transformation (rotation). The rotation to apply in radians. Dot product base for the transformed x value. Dot product base for the transformed y value. Performs a 2d transformation The vector to transform. Dot product base for the transformed x value. Dot product base for the transformed y value. Performs a 2d transformation The vector to transform. Dot product base for the transformed x value. Dot product base for the transformed y value. Performs a 2d transformation The vector to transform. Dot product base for the transformed x value. Dot product base for the transformed y value. The transformed vector. Performs a 2d transformation The vector to transform. Dot product base for the transformed x value. Dot product base for the transformed y value. Performs a 2d transformation The vector to transform. Dot product base for the transformed x value. Dot product base for the transformed y value. Performs a 2d transformation The vector to transform. Dot product base for the transformed x value. Dot product base for the transformed y value. The transformed vector. Checks, if two line segments (or infinite lines) cross and determines their mutual point. x-Coordinate of the first lines start. y-Coordinate of the first lines start. x-Coordinate of the first lines end. y-Coordinate of the first lines end. x-Coordinate of the second lines start. y-Coordinate of the second lines start. x-Coordinate of the second lines end. y-Coordinate of the second lines end. Whether the lines are considered infinite. x-Coordiante at which both lines cross. y-Coordinate at which both lines cross. True, if the lines cross, false if not. Checks, if two line segments (or infinite lines) cross and determines their mutual point. x-Coordinate of the first lines start. y-Coordinate of the first lines start. x-Coordinate of the first lines end. y-Coordinate of the first lines end. x-Coordinate of the second lines start. y-Coordinate of the second lines start. x-Coordinate of the second lines end. y-Coordinate of the second lines end. Whether the lines are considered infinite. True, if the lines cross, false if not. Calculates the point on a line segment (or infinite line) that has the lowest possible distance to a point. x-Coordinate of the point. y-Coordinate of the point. x-Coordinate of the lines start. y-Coordinate of the lines start. x-Coordinate of the lines end. y-Coordinate of the lines end. Whether the line is considered infinite. A point located on the specified line that is as close as possible to the specified point. Calculates the distance between a point and a line segment (or infinite line). x-Coordinate of the point. y-Coordinate of the point. x-Coordinate of the lines start. y-Coordinate of the lines start. x-Coordinate of the lines end. y-Coordinate of the lines end. Whether the line is considered infinite. The distance between point and line. Returns whether or not the specified polygon is convex. Returns the next power of two that is larger than the specified number. The specified number. The next power of two. Swaps the values of two variables. Combines two hash codes. Combines any number of hash codes. Throws an ArgumentOutOfRangeException, if the specified value is NaN or Infinity. Throws an ArgumentOutOfRangeException, if the specified value is NaN or Infinity. Throws an ArgumentOutOfRangeException, if the specified value is NaN or Infinity. [GET / SET] Global random number generator. Is never null. Represents a 3x3 matrix containing 3D rotation and scale. The identity matrix. The zero matrix. First row of the matrix. Second row of the matrix. Third row of the matrix. Constructs a new instance. Top row of the matrix Second row of the matrix Bottom row of the matrix Constructs a new instance. First item of the first row of the matrix. Second item of the first row of the matrix. Third item of the first row of the matrix. First item of the second row of the matrix. Second item of the second row of the matrix. Third item of the second row of the matrix. First item of the third row of the matrix. Second item of the third row of the matrix. Third item of the third row of the matrix. Constructs a new instance. A Matrix4 to take the upper-left 3x3 from. Converts this instance into its inverse. Converts this instance into its transpose. Divides each element in the Matrix by the . Returns a normalised copy of this instance. Returns an inverted copy of this instance. Returns a copy of this Matrix3 without scale. Returns a copy of this Matrix3 without rotation. Returns the scale component of this instance. Returns the rotation component of this instance. Quite slow. Whether the method should row-normalise (i.e. remove scale from) the Matrix. Pass false if you know it's already normalised. Build a rotation matrix from the specified axis/angle rotation. The axis to rotate about. Angle in radians to rotate counter-clockwise (looking in the direction of the given axis). A matrix instance. Build a rotation matrix from the specified axis/angle rotation. The axis to rotate about. Angle in radians to rotate counter-clockwise (looking in the direction of the given axis). A matrix instance. Build a rotation matrix from the specified quaternion. Quaternion to translate. Matrix result. Build a rotation matrix from the specified quaternion. Quaternion to translate. A matrix instance. Builds a rotation matrix for a rotation around the x-axis. The counter-clockwise angle in radians. The resulting Matrix3 instance. Builds a rotation matrix for a rotation around the x-axis. The counter-clockwise angle in radians. The resulting Matrix3 instance. Builds a rotation matrix for a rotation around the y-axis. The counter-clockwise angle in radians. The resulting Matrix3 instance. Builds a rotation matrix for a rotation around the y-axis. The counter-clockwise angle in radians. The resulting Matrix3 instance. Builds a rotation matrix for a rotation around the z-axis. The counter-clockwise angle in radians. The resulting Matrix3 instance. Builds a rotation matrix for a rotation around the z-axis. The counter-clockwise angle in radians. The resulting Matrix3 instance. Creates a scale matrix. Single scale factor for the x, y, and z axes. A scale matrix. Creates a scale matrix. Scale factors for the x, y, and z axes. A scale matrix. Creates a scale matrix. Scale factor for the x axis. Scale factor for the y axis. Scale factor for the z axis. A scale matrix. Creates a scale matrix. Single scale factor for the x, y, and z axes. A scale matrix. Creates a scale matrix. Scale factors for the x, y, and z axes. A scale matrix. Creates a scale matrix. Scale factor for the x axis. Scale factor for the y axis. Scale factor for the z axis. A scale matrix. Multiplies two instances. The left operand of the multiplication. The right operand of the multiplication. A new instance that is the result of the multiplication Multiplies two instances. The left operand of the multiplication. The right operand of the multiplication. A new instance that is the result of the multiplication Calculate the inverse of the given matrix The matrix to invert The inverse of the given matrix if it has one, or the input if it is singular Thrown if the Matrix3 is singular. Calculate the inverse of the given matrix The matrix to invert The inverse of the given matrix if it has one, or the input if it is singular Thrown if the Matrix4 is singular. Calculate the transpose of the given matrix The matrix to transpose The transpose of the given matrix Calculate the transpose of the given matrix The matrix to transpose The result of the calculation Matrix multiplication left-hand operand right-hand operand A new Matrix3d which holds the result of the multiplication Compares two instances for equality. The first instance. The second instance. True, if left equals right; false otherwise. Compares two instances for inequality. The first instance. The second instance. True, if left does not equal right; false otherwise. Returns a System.String that represents the current Matrix3d. The string representation of the matrix. Returns the hashcode for this instance. A System.Int32 containing the unique hashcode for this instance. Indicates whether this instance and a specified object are equal. The object to compare to. True if the instances are equal; false otherwise. Indicates whether the current matrix is equal to another matrix. A matrix to compare with this matrix. true if the current matrix is equal to the matrix parameter; otherwise, false. Gets the first column of this matrix. Gets the second column of this matrix. Gets the third column of this matrix. Gets or sets the value at row 1, column 1 of this instance. Gets or sets the value at row 1, column 2 of this instance. Gets or sets the value at row 1, column 3 of this instance. Gets or sets the value at row 2, column 1 of this instance. Gets or sets the value at row 2, column 2 of this instance. Gets or sets the value at row 2, column 3 of this instance. Gets or sets the value at row 3, column 1 of this instance. Gets or sets the value at row 3, column 2 of this instance. Gets or sets the value at row 3, column 3 of this instance. Gets or sets the value at a specified row and column. Gets the determinant of this matrix. Gets or sets the values along the main diagonal of the matrix. Gets the trace of the matrix, the sum of the values along the diagonal. Represents a Quaternion. Defines the identity quaternion. Construct a new Quaternion from vector and w components The vector part The w part Construct a new Quaternion The x component The y component The z component The w component Convert the current quaternion to axis angle representation The resultant axis The resultant angle Convert this instance to an axis-angle representation. A Vector4 that is the axis-angle representation of this quaternion. Reverses the rotation angle of this Quaterniond. Scales the Quaternion to unit length. Inverts the Vector3 component of this Quaternion. Returns a copy of the Quaternion scaled to unit length. Returns a copy of this Quaterniond with its rotation angle reversed. Add two quaternions The first operand The second operand The result of the addition Add two quaternions The first operand The second operand The result of the addition Subtracts two instances. The left instance. The right instance. The result of the operation. Subtracts two instances. The left instance. The right instance. The result of the operation. Multiplies two instances. The first instance. The second instance. A new instance containing the result of the calculation. Multiplies two instances. The first instance. The second instance. A new instance containing the result of the calculation. Multiplies two instances. The first instance. The second instance. A new instance containing the result of the calculation. Multiplies two instances. The first instance. The second instance. A new instance containing the result of the calculation. Multiplies an instance by a scalar. The instance. The scalar. A new instance containing the result of the calculation. Multiplies an instance by a scalar. The instance. The scalar. A new instance containing the result of the calculation. Get the conjugate of the given quaternion The quaternion The conjugate of the given quaternion Get the conjugate of the given quaternion The quaternion The conjugate of the given quaternion Get the inverse of the given quaternion The quaternion to invert The inverse of the given quaternion Get the inverse of the given quaternion The quaternion to invert The inverse of the given quaternion Scale the given quaternion to unit length The quaternion to normalize The normalized quaternion Scale the given quaternion to unit length The quaternion to normalize The normalized quaternion Build a quaternion from the given axis and angle The axis to rotate about The rotation angle in radians The equivalent quaternion Builds a quaternion from the given rotation matrix A rotation matrix The equivalent quaternion Builds a quaternion from the given rotation matrix A rotation matrix The equivalent quaternion Do Spherical linear interpolation between two quaternions The first quaternion The second quaternion The blend factor A smooth blend between the given quaternions Adds two instances. The first instance. The second instance. The result of the calculation. Subtracts two instances. The first instance. The second instance. The result of the calculation. Multiplies two instances. The first instance. The second instance. The result of the calculation. Multiplies an instance by a scalar. The instance. The scalar. A new instance containing the result of the calculation. Multiplies an instance by a scalar. The instance. The scalar. A new instance containing the result of the calculation. Compares two instances for equality. The first instance. The second instance. True, if left equals right; false otherwise. Compares two instances for inequality. The first instance. The second instance. True, if left does not equal right; false otherwise. Returns a System.String that represents the current Quaternion. Compares this object instance to another object for equality. The other object to be used in the comparison. True if both objects are Quaternions of equal value. Otherwise it returns false. Provides the hash code for this object. A hash code formed from the bitwise XOR of this objects members. Compares this Quaternion instance to another Quaternion for equality. The other Quaternion to be used in the comparison. True if both instances are equal; false otherwise. Gets or sets an OpenTK.Vector3 with the X, Y and Z components of this instance. Gets or sets the X component of this instance. Gets or sets the Y component of this instance. Gets or sets the Z component of this instance. Gets or sets the W component of this instance. Gets the length (magnitude) of the quaternion. Gets the square of the quaternion length (magnitude). Represents a 4x4 matrix containing 3D rotation, scale, transform, and projection. The identity matrix. The zero matrix. Top row of the matrix. 2nd row of the matrix. 3rd row of the matrix. Bottom row of the matrix. Constructs a new instance. Top row of the matrix. Second row of the matrix. Third row of the matrix. Bottom row of the matrix. Constructs a new instance. First item of the first row of the matrix. Second item of the first row of the matrix. Third item of the first row of the matrix. Fourth item of the first row of the matrix. First item of the second row of the matrix. Second item of the second row of the matrix. Third item of the second row of the matrix. Fourth item of the second row of the matrix. First item of the third row of the matrix. Second item of the third row of the matrix. Third item of the third row of the matrix. First item of the third row of the matrix. Fourth item of the fourth row of the matrix. Second item of the fourth row of the matrix. Third item of the fourth row of the matrix. Fourth item of the fourth row of the matrix. Converts this instance into its inverse. Converts this instance into its transpose. Divides each element in the Matrix by the . Returns a normalised copy of this instance. Returns an inverted copy of this instance. Returns a copy of this Matrix4 without translation. Returns a copy of this Matrix4 without scale. Returns a copy of this Matrix4 without rotation. Returns a copy of this Matrix4 without projection. Returns the translation component of this instance. Returns the scale component of this instance. Returns the rotation component of this instance. Quite slow. Whether the method should row-normalise (i.e. remove scale from) the Matrix. Pass false if you know it's already normalised. Returns the projection component of this instance. Build a rotation matrix from the specified axis/angle rotation. The axis to rotate about. Angle in radians to rotate counter-clockwise (looking in the direction of the given axis). A matrix instance. Build a rotation matrix from the specified axis/angle rotation. The axis to rotate about. Angle in radians to rotate counter-clockwise (looking in the direction of the given axis). A matrix instance. Builds a rotation matrix from a quaternion. The quaternion to rotate by. A matrix instance. Builds a rotation matrix from a quaternion. The quaternion to rotate by. A matrix instance. Builds a rotation matrix for a rotation around the x-axis. The counter-clockwise angle in radians. The resulting Matrix4 instance. Builds a rotation matrix for a rotation around the x-axis. The counter-clockwise angle in radians. The resulting Matrix4 instance. Builds a rotation matrix for a rotation around the y-axis. The counter-clockwise angle in radians. The resulting Matrix4 instance. Builds a rotation matrix for a rotation around the y-axis. The counter-clockwise angle in radians. The resulting Matrix4 instance. Builds a rotation matrix for a rotation around the z-axis. The counter-clockwise angle in radians. The resulting Matrix4 instance. Builds a rotation matrix for a rotation around the z-axis. The counter-clockwise angle in radians. The resulting Matrix4 instance. Creates a translation matrix. X translation. Y translation. Z translation. The resulting Matrix4 instance. Creates a translation matrix. The translation vector. The resulting Matrix4 instance. Creates a translation matrix. X translation. Y translation. Z translation. The resulting Matrix4 instance. Creates a translation matrix. The translation vector. The resulting Matrix4 instance. Creates a scale matrix. Single scale factor for the x, y, and z axes. A scale matrix. Creates a scale matrix. Scale factors for the x, y, and z axes. A scale matrix. Creates a scale matrix. Scale factor for the x axis. Scale factor for the y axis. Scale factor for the z axis. A scale matrix. Creates a scale matrix. Single scale factor for the x, y, and z axes. A scale matrix. Creates a scale matrix. Scale factors for the x, y, and z axes. A scale matrix. Creates a scale matrix. Scale factor for the x axis. Scale factor for the y axis. Scale factor for the z axis. A scale matrix. Creates an orthographic projection matrix. The width of the projection volume. The height of the projection volume. The near edge of the projection volume. The far edge of the projection volume. The resulting Matrix4 instance. Creates an orthographic projection matrix. The width of the projection volume. The height of the projection volume. The near edge of the projection volume. The far edge of the projection volume. The resulting Matrix4 instance. Creates an orthographic projection matrix. The left edge of the projection volume. The right edge of the projection volume. The bottom edge of the projection volume. The top edge of the projection volume. The near edge of the projection volume. The far edge of the projection volume. The resulting Matrix4 instance. Creates an orthographic projection matrix. The left edge of the projection volume. The right edge of the projection volume. The bottom edge of the projection volume. The top edge of the projection volume. The near edge of the projection volume. The far edge of the projection volume. The resulting Matrix4 instance. Creates a perspective projection matrix. Angle of the field of view in the y direction (in radians) Aspect ratio of the view (width / height) Distance to the near clip plane Distance to the far clip plane A projection matrix that transforms camera space to raster space Thrown under the following conditions: fovy is zero, less than zero or larger than Math.PI aspect is negative or zero zNear is negative or zero zFar is negative or zero zNear is larger than zFar Creates a perspective projection matrix. Angle of the field of view in the y direction (in radians) Aspect ratio of the view (width / height) Distance to the near clip plane Distance to the far clip plane A projection matrix that transforms camera space to raster space Thrown under the following conditions: fovy is zero, less than zero or larger than Math.PI aspect is negative or zero zNear is negative or zero zFar is negative or zero zNear is larger than zFar Creates an perspective projection matrix. Left edge of the view frustum Right edge of the view frustum Bottom edge of the view frustum Top edge of the view frustum Distance to the near clip plane Distance to the far clip plane A projection matrix that transforms camera space to raster space Thrown under the following conditions: zNear is negative or zero zFar is negative or zero zNear is larger than zFar Creates an perspective projection matrix. Left edge of the view frustum Right edge of the view frustum Bottom edge of the view frustum Top edge of the view frustum Distance to the near clip plane Distance to the far clip plane A projection matrix that transforms camera space to raster space Thrown under the following conditions: zNear is negative or zero zFar is negative or zero zNear is larger than zFar Builds a translation matrix. The translation vector. A new Matrix4 instance. Build a translation matrix with the given translation X translation Y translation Z translation A Translation matrix Build a rotation matrix that rotates about the x-axis angle in radians to rotate counter-clockwise around the x-axis A rotation matrix Build a rotation matrix that rotates about the y-axis angle in radians to rotate counter-clockwise around the y-axis A rotation matrix Build a rotation matrix that rotates about the z-axis angle in radians to rotate counter-clockwise around the z-axis A rotation matrix Build a rotation matrix to rotate about the given axis the axis to rotate about angle in radians to rotate counter-clockwise (looking in the direction of the given axis) A rotation matrix Build a rotation matrix from a quaternion the quaternion A rotation matrix Build a scaling matrix Single scale factor for x,y and z axes A scaling matrix Build a scaling matrix Scale factors for x,y and z axes A scaling matrix Build a scaling matrix Scale factor for x-axis Scale factor for y-axis Scale factor for z-axis A scaling matrix Build a projection matrix Left edge of the view frustum Right edge of the view frustum Bottom edge of the view frustum Top edge of the view frustum Distance to the near clip plane Distance to the far clip plane A projection matrix that transforms camera space to raster space Build a projection matrix Angle of the field of view in the y direction (in radians) Aspect ratio of the view (width / height) Distance to the near clip plane Distance to the far clip plane A projection matrix that transforms camera space to raster space Build a world space to camera space matrix Eye (camera) position in world space Target position in world space Up vector in world space (should not be parallel to the camera direction, that is target - eye) A Matrix4 that transforms world space to camera space Build a world space to camera space matrix Eye (camera) position in world space Eye (camera) position in world space Eye (camera) position in world space Target position in world space Target position in world space Target position in world space Up vector in world space (should not be parallel to the camera direction, that is target - eye) Up vector in world space (should not be parallel to the camera direction, that is target - eye) Up vector in world space (should not be parallel to the camera direction, that is target - eye) A Matrix4 that transforms world space to camera space Adds two instances. The left operand of the addition. The right operand of the addition. A new instance that is the result of the addition. Adds two instances. The left operand of the addition. The right operand of the addition. A new instance that is the result of the addition. Subtracts one instance from another. The left operand of the subraction. The right operand of the subraction. A new instance that is the result of the subraction. Subtracts one instance from another. The left operand of the subraction. The right operand of the subraction. A new instance that is the result of the subraction. Multiplies two instances. The left operand of the multiplication. The right operand of the multiplication. A new instance that is the result of the multiplication. Multiplies two instances. The left operand of the multiplication. The right operand of the multiplication. A new instance that is the result of the multiplication. Multiplies an instance by a scalar. The left operand of the multiplication. The right operand of the multiplication. A new instance that is the result of the multiplication Multiplies an instance by a scalar. The left operand of the multiplication. The right operand of the multiplication. A new instance that is the result of the multiplication Calculate the inverse of the given matrix The matrix to invert The inverse of the given matrix if it has one, or the input if it is singular Thrown if the Matrix4 is singular. Calculate the inverse of the given matrix The matrix to invert The inverse of the given matrix if it has one, or the input if it is singular Thrown if the Matrix4 is singular. Calculate the transpose of the given matrix The matrix to transpose The transpose of the given matrix Calculate the transpose of the given matrix The matrix to transpose The result of the calculation Matrix multiplication left-hand operand right-hand operand A new Matrix4 which holds the result of the multiplication Matrix-scalar multiplication left-hand operand right-hand operand A new Matrix4 which holds the result of the multiplication Matrix addition left-hand operand right-hand operand A new Matrix4 which holds the result of the addition Matrix subtraction left-hand operand right-hand operand A new Matrix4 which holds the result of the subtraction Compares two instances for equality. The first instance. The second instance. True, if left equals right; false otherwise. Compares two instances for inequality. The first instance. The second instance. True, if left does not equal right; false otherwise. Returns a System.String that represents the current Matrix4. The string representation of the matrix. Returns the hashcode for this instance. A System.Int32 containing the unique hashcode for this instance. Indicates whether this instance and a specified object are equal. The object to compare tresult. True if the instances are equal; false otherwise. Indicates whether the current matrix is equal to another matrix. An matrix to compare with this matrix. true if the current matrix is equal to the matrix parameter; otherwise, false. Gets the first column of this matrix. Gets the second column of this matrix. Gets the third column of this matrix. Gets the fourth column of this matrix. Gets or sets the value at row 1, column 1 of this instance. Gets or sets the value at row 1, column 2 of this instance. Gets or sets the value at row 1, column 3 of this instance. Gets or sets the value at row 1, column 4 of this instance. Gets or sets the value at row 2, column 1 of this instance. Gets or sets the value at row 2, column 2 of this instance. Gets or sets the value at row 2, column 3 of this instance. Gets or sets the value at row 2, column 4 of this instance. Gets or sets the value at row 3, column 1 of this instance. Gets or sets the value at row 3, column 2 of this instance. Gets or sets the value at row 3, column 3 of this instance. Gets or sets the value at row 3, column 4 of this instance. Gets or sets the value at row 4, column 1 of this instance. Gets or sets the value at row 4, column 2 of this instance. Gets or sets the value at row 4, column 3 of this instance. Gets or sets the value at row 4, column 4 of this instance. Gets or sets the value at a specified row and column. Gets the determinant of this matrix. Gets or sets the values along the main diagonal of the matrix. Gets the trace of the matrix, the sum of the values along the diagonal. Describes a rectangular area. An empty Rect. The Rects x-Coordinate. The Rects y-Coordinate. The Rects width. The Rects height. Creates a Rect of the given size. Creates a Rect of the given size. Creates a Rect of the given size and position. Returns a new version of this Rect that has been moved by the specified offset. Movement in x-Direction. Movement in y-Direction. A new Rect with the specified adjustments. Returns a new version of this Rect that has been moved by the specified offset. Movement vector. A new Rect with the specified adjustments. Returns a new version of this Rect that has been scaled by the specified factor. Scaling only affects a Rects size, not its position. x-Scale factor. y-Scale factor. A new Rect with the specified adjustments. Returns a new version of this Rect that has been scaled by the specified factor. Scaling only affects a Rects size, not its position. Scale factor. A new Rect with the specified adjustments. Returns a new version of this Rect that has been transformed by the specified scale factor. Transforming both affects a Rects size and position. x-Scale factor. y-Scale factor. A new Rect with the specified adjustments. Returns a new version of this Rect that has been transformed by the specified scale factor. Transforming both affects a Rects size and position. Scale factor. A new Rect with the specified adjustments. Returns a new version of this Rect that has been expanded to contain the specified rectangular area. x-Coordinate of the Rect to contain. y-Coordinate of the Rect to contain. Width of the Rect to contain. Height of the Rect to contain. A new Rect with the specified adjustments. Returns a new version of this Rect that has been expanded to contain the specified Rect. The Rect to contain. A new Rect with the specified adjustments. Returns a new version of this Rect that has been expanded to contain the specified point. x-Coordinate of the point to contain. y-Coordinate of the point to contain. A new Rect with the specified adjustments. Returns a new version of this Rect that has been expanded to contain the specified point. The point to contain. A new Rect with the specified adjustments. Returns a normalized version of the rect, i.e. one with a positive width and height. Returns whether this Rect contains a given point. x-Coordinate of the point to test. y-Coordinate of the point to test. True, if the Rect contains the point, false if not. Returns whether this Rect contains a given point. The point to test. True, if the Rect contains the point, false if not. Returns whether this Rect contains a given rectangular area. x-Coordinate of the Rect to test. y-Coordinate of the Rect to test. Width of the Rect to test. Height of the Rect to test. True, if the Rect contains the other Rect, false if not. Returns whether this Rect contains a given rectangular area. The Rect to test. True, if the Rect contains the other Rect, false if not. Returns whether this Rect intersects a given rectangular area. x-Coordinate of the Rect to test. y-Coordinate of the Rect to test. Width of the Rect to test. Height of the Rect to test. True, if the Rect intersects the other Rect, false if not. Returns whether this Rect intersects a given rectangular area. The Rect to test. True, if the Rect intersects the other Rect, false if not. Returns a Rect that equals this Rects intersection with another Rect. x-Coordinate of the Rect to intersect with. y-Coordinate of the Rect to intersect with. Width of the Rect to intersect with. Height of the Rect to intersect with. A new Rect that describes both Rects intersection area. , if there is no intersection. Returns a Rect that equals this Rects intersection with another Rect. The other Rect to intersect with. A new Rect that describes both Rects intersection area. , if there is no intersection. Tests if two Rects are equal. Creates a Rect using x and y Coordinates that are assumed to be aligned as specified. The alignment of the Rects x and y Coordinates. The Rects x-Coordinate. The Rects y-Coordinate. The Rects width. The Rects height. Returns whether two Rects are equal. The first Rect. The second Rect. Returns whether two Rects are unequal. The first Rect. The second Rect. [GET / SET] The Rects position [GET / SET] The Rects size. [GET] The minimum x-Coordinate occupied by the Rect. Accounts for negative sizes. [GET] The minimum y-Coordinate occupied by the Rect. Accounts for negative sizes. [GET] The maximum y-Coordinate occupied by the Rect. Accounts for negative sizes. [GET] The maximum x-Coordinate occupied by the Rect. Accounts for negative sizes. [GET] The center x-Coordinate occupied by the Rect. [GET] The center y-Coordinate occupied by the Rect. [GET] The Rects top left coordinates [GET] The Rects top right coordinates [GET] The Rects bottom left coordinates [GET] The Rects bottom right coordinates [GET] The Rects center coordinates [GET] If this Rect was to fit inside a bounding circle originating from [0,0], this would be its radius. Represents a 2D point using two integer values. For vector math, see . A point at the origin (0, 0). The X component of the Point. The Y component of the Point. Constructs a new Point. The x coordinate of the Point. The y coordinate of the Point. Calculate the component-wise minimum of two points. First operand Second operand The component-wise minimum Calculate the component-wise maximum of two points. First operand Second operand The component-wise maximum Calculates the distance between two points described by two points. Adds the specified points component-wise. Subtracts the specified points component-wise. Inverts the specified point component-wise, Multiplies the specified point component-wise with the specified factor. Multiplies the specified point component-wise with the specified factor. Multiplies the specified points component-wise. Divides the specified point component-wise with the specified value. Divides the specified points component-wise. Multiplies the specified point component-wise with the specified factor. Multiplies the specified point component-wise with the specified factor. Divides the specified point component-wise with the specified value. Compares the specified instances for equality. Left operand. Right operand. True if both instances are equal; false otherwise. Compares the specified instances for inequality. Left operand. Right operand. True if both instances are not equal; false otherwise. Returns a System.String that represents the current Point. Returns the hashcode for this instance. A System.Int32 containing the unique hashcode for this instance. Indicates whether this instance and a specified object are equal. The object to compare to. True if the instances are equal; false otherwise. Indicates whether the current point is equal to another point. A point to compare with this point. true if the current point is equal to the point parameter; otherwise, false. Gets or sets the value at the index of the Point. Flags a class, struct or field as inappropriate for serialization. Represents a 2D vector using two single-precision floating-point numbers. Defines a unit-length Vector2 that points along the X-axis. Defines a unit-length Vector2 that points along the Y-axis. Defines a zero-length Vector2. Defines an instance with all components set to 1. The X component of the Vector2. The Y component of the Vector2. Constructs a new instance. The value that will initialize this instance. Constructs a new Vector2. The x coordinate of the net Vector2. The y coordinate of the net Vector2. Constructs a new vector from angle and length. Scales the Vector2 to unit length. Adds two vectors. Left operand. Right operand. Result of operation. Subtract one Vector from another First operand Second operand Result of subtraction Multiplies a vector by a scalar. Left operand. Right operand. Result of the operation. Multiplies a vector by the components of a vector (scale). Left operand. Right operand. Result of the operation. Divides a vector by a scalar. Left operand. Right operand. Result of the operation. Divide a vector by the components of a vector (scale). Left operand. Right operand. Result of the operation. Calculate the component-wise minimum of two vectors First operand Second operand The component-wise minimum Calculate the component-wise minimum of two vectors First operand Second operand The component-wise minimum Calculate the component-wise maximum of two vectors First operand Second operand The component-wise maximum Calculate the component-wise maximum of two vectors First operand Second operand The component-wise maximum Calculate the dot (scalar) product of two vectors First operand Second operand The dot product of the two inputs Calculate the dot (scalar) product of two vectors First operand Second operand The dot product of the two inputs Returns a new Vector that is the linear blend of the 2 given Vectors First input vector Second input vector The blend factor. a when blend=0, b when blend=1. a when blend=0, b when blend=1, and a linear combination otherwise Returns a new Vector that is the linear blend of the 2 given Vectors First input vector Second input vector The blend factor. a when blend=0, b when blend=1. a when blend=0, b when blend=1, and a linear combination otherwise Calculates the angle (in radians) between two vectors. The first vector. The second vector. Angle (in radians) between the vectors. Note that the returned angle is never bigger than the constant Pi. Calculates the angle (in radians) between two vectors. The first vector. The second vector. Angle (in radians) between the vectors. Note that the returned angle is never bigger than the constant Pi. Transforms a vector by a quaternion rotation. The vector to transform. The quaternion to rotate the vector by. The result of the operation. Transforms a vector by a quaternion rotation. The vector to transform. The quaternion to rotate the vector by. The result of the operation. Transforms the vector Transforms the vector Adds the specified instances. Left operand. Right operand. Result of addition. Subtracts the specified instances. Left operand. Right operand. Result of subtraction. Negates the specified instance. Operand. Result of negation. Multiplies the specified instance by a scalar. Left operand. Right operand. Result of multiplication. Multiplies the specified instance by a scalar. Left operand. Right operand. Result of multiplication. Scales the specified instance by a vector. Left operand. Right operand. Result of multiplication. Divides the specified instance by a scalar. Left operand Right operand Result of the division. Divides the specified instance by a vector. Left operand Right operand Result of the division. Compares the specified instances for equality. Left operand. Right operand. True if both instances are equal; false otherwise. Compares the specified instances for inequality. Left operand. Right operand. True if both instances are not equal; false otherwise. Returns a System.String that represents the current Vector2. Returns the hashcode for this instance. A System.Int32 containing the unique hashcode for this instance. Indicates whether this instance and a specified object are equal. The object to compare to. True if the instances are equal; false otherwise. Indicates whether the current vector is equal to another vector. A vector to compare with this vector. true if the current vector is equal to the vector parameter; otherwise, false. Gets the length (magnitude) of the vector. Gets the square of the vector length (magnitude). This property avoids the costly square root operation required by the Length property. This makes it more suitable for comparisons. Returns the vectors angle Gets the perpendicular vector on the right side of this vector. Gets the perpendicular vector on the left side of this vector. Returns a normalized version of this vector. Gets or sets the value at the index of the Vector. Represents a 3D vector using three single-precision floating-point numbers. Defines a unit-length Vector3 that points towards the X-axis. Defines a unit-length Vector3 that points towards the Y-axis. /// Defines a unit-length Vector3 that points towards the Z-axis. Defines a zero-length Vector3. Defines an instance with all components set to 1. The X component of the Vector3. The Y component of the Vector3. The Z component of the Vector3. Constructs a new instance. The value that will initialize this instance. Constructs a new Vector3. The x component of the Vector3. The y component of the Vector3. The z component of the Vector3. Constructs a new Vector3 from the given Vector2. The Vector2 to copy components from. Constructs a new Vector3 from the given Vector2. The Vector2 to copy components from. Scales the Vector3 to unit length. Adds two vectors. Left operand. Right operand. Result of operation. Subtract one Vector from another First operand Second operand Result of subtraction Multiplies a vector by a scalar. Left operand. Right operand. Result of the operation. Multiplies a vector by the components of a vector (scale). Left operand. Right operand. Result of the operation. Divides a vector by a scalar. Left operand. Right operand. Result of the operation. Divide a vector by the components of a vector (scale). Left operand. Right operand. Result of the operation. Calculate the component-wise minimum of two vectors First operand Second operand The component-wise minimum Calculate the component-wise minimum of two vectors First operand Second operand The component-wise minimum Calculate the component-wise maximum of two vectors First operand Second operand The component-wise maximum Calculate the component-wise maximum of two vectors First operand Second operand The component-wise maximum Calculate the dot (scalar) product of two vectors First operand Second operand The dot product of the two inputs Calculate the dot (scalar) product of two vectors First operand Second operand The dot product of the two inputs Caclulate the cross (vector) product of two vectors First operand Second operand The cross product of the two inputs Caclulate the cross (vector) product of two vectors First operand Second operand The cross product of the two inputs The cross product of the two inputs Calculates the distance between two points described by two vectors. Returns a new Vector that is the linear blend of the 2 given Vectors First input vector Second input vector The blend factor. a when blend=0, b when blend=1. a when blend=0, b when blend=1, and a linear combination otherwise Returns a new Vector that is the linear blend of the 2 given Vectors First input vector Second input vector The blend factor. a when blend=0, b when blend=1. a when blend=0, b when blend=1, and a linear combination otherwise Calculates the angle (in radians) between two vectors. The first vector. The second vector. Angle (in radians) between the vectors. Note that the returned angle is never bigger than the constant Pi. Calculates the angle (in radians) between two vectors. The first vector. The second vector. Angle (in radians) between the vectors. Note that the returned angle is never bigger than the constant Pi. Transform a Vector by the given Matrix The vector to transform The desired transformation The transformed vector Transform a Vector by the given Matrix The vector to transform The desired transformation The transformed vector Transforms a vector by a quaternion rotation. The vector to transform. The quaternion to rotate the vector by. The result of the operation. Transforms a vector by a quaternion rotation. The vector to transform. The quaternion to rotate the vector by. The result of the operation. Adds two instances. The first instance. The second instance. The result of the calculation. Subtracts two instances. The first instance. The second instance. The result of the calculation. Negates an instance. The instance. The result of the calculation. Multiplies an instance by a scalar. The instance. The scalar. The result of the calculation. Multiplies an instance by a scalar. The scalar. The instance. The result of the calculation. Scales an instance by a vector. The instance. The scale. The result of the calculation. Divides an instance by a scalar. The instance. The scalar. The result of the calculation. Divides an instance by a vector. The instance. The scalar. The result of the calculation. Compares two instances for equality. The first instance. The second instance. True, if left equals right; false otherwise. Compares two instances for inequality. The first instance. The second instance. True, if left does not equa lright; false otherwise. Returns a System.String that represents the current Vector3. Returns the hashcode for this instance. A System.Int32 containing the unique hashcode for this instance. Indicates whether this instance and a specified object are equal. The object to compare to. True if the instances are equal; false otherwise. Indicates whether the current vector is equal to another vector. A vector to compare with this vector. true if the current vector is equal to the vector parameter; otherwise, false. Gets or sets an OpenTK.Vector2 with the X and Y components of this instance. Gets the length (magnitude) of the vector. Gets the square of the vector length (magnitude). This property avoids the costly square root operation required by the Length property. This makes it more suitable for comparisons. Returns a normalized version of this vector. Gets or sets the value at the index of the Vector. Represents a 4D vector using four single-precision floating-point numbers. Defines a unit-length Vector4 that points towards the X-axis. Defines a unit-length Vector4 that points towards the Y-axis. Defines a unit-length Vector4 that points towards the Z-axis. Defines a unit-length Vector4 that points towards the W-axis. Defines a zero-length Vector4. Defines an instance with all components set to 1. The X component of the Vector4. The Y component of the Vector4. The Z component of the Vector4. The W component of the Vector4. Scales the Vector4 to unit length. Constructs a new instance. The value that will initialize this instance. Constructs a new Vector4. The x component of the Vector4. The y component of the Vector4. The z component of the Vector4. The w component of the Vector4. Constructs a new Vector4 from the given Vector2. The Vector2 to copy components from. Constructs a new Vector4 from the given Vector2. The Vector2 to copy components from. Constructs a new Vector4 from the given Vector2. The Vector2 to copy components from. Constructs a new Vector4 from the given Vector3. The w component is initialized to 0. The Vector3 to copy components from. Constructs a new Vector4 from the specified Vector3 and w component. The Vector3 to copy components from. The w component of the new Vector4. Adds two vectors. Left operand. Right operand. Result of operation. Subtract one Vector from another First operand Second operand Result of subtraction Multiplies a vector by a scalar. Left operand. Right operand. Result of the operation. Multiplies a vector by the components of a vector (scale). Left operand. Right operand. Result of the operation. Divides a vector by a scalar. Left operand. Right operand. Result of the operation. Divide a vector by the components of a vector (scale). Left operand. Right operand. Result of the operation. Calculate the component-wise minimum of two vectors First operand Second operand The component-wise minimum Calculate the component-wise minimum of two vectors First operand Second operand The component-wise minimum Calculate the component-wise maximum of two vectors First operand Second operand The component-wise maximum Calculate the component-wise maximum of two vectors First operand Second operand The component-wise maximum Calculate the dot product of two vectors First operand Second operand The dot product of the two inputs Calculate the dot product of two vectors First operand Second operand The dot product of the two inputs Returns a new Vector that is the linear blend of the 2 given Vectors First input vector Second input vector The blend factor. a when blend=0, b when blend=1. a when blend=0, b when blend=1, and a linear combination otherwise Returns a new Vector that is the linear blend of the 2 given Vectors First input vector Second input vector The blend factor. a when blend=0, b when blend=1. a when blend=0, b when blend=1, and a linear combination otherwise Transform a Vector by the given Matrix The vector to transform The desired transformation The transformed vector Transform a Vector by the given Matrix The vector to transform The desired transformation The transformed vector Transforms a vector by a quaternion rotation. The vector to transform. The quaternion to rotate the vector by. The result of the operation. Transforms a vector by a quaternion rotation. The vector to transform. The quaternion to rotate the vector by. The result of the operation. Adds two instances. The first instance. The second instance. The result of the calculation. Subtracts two instances. The first instance. The second instance. The result of the calculation. Negates an instance. The instance. The result of the calculation. Multiplies an instance by a scalar. The instance. The scalar. The result of the calculation. Scales an instance by a vector. The instance. The scalar. The result of the calculation. Multiplies an instance by a scalar. The scalar. The instance. The result of the calculation. Divides an instance by a scalar. The instance. The scalar. The result of the calculation. Divides an instance by a vector. The instance. The scalar. The result of the calculation. Compares two instances for equality. The first instance. The second instance. True, if left equals right; false otherwise. Compares two instances for inequality. The first instance. The second instance. True, if left does not equa lright; false otherwise. Returns a System.String that represents the current Vector4. Returns the hashcode for this instance. A System.Int32 containing the unique hashcode for this instance. Indicates whether this instance and a specified object are equal. The object to compare to. True if the instances are equal; false otherwise. Indicates whether the current vector is equal to another vector. A vector to compare with this vector. true if the current vector is equal to the vector parameter; otherwise, false. Gets or sets an OpenTK.Vector2 with the X and Y components of this instance. Gets or sets an OpenTK.Vector3 with the X, Y and Z components of this instance. Gets the length (magnitude) of the vector. Gets the square of the vector length (magnitude). This property avoids the costly square root operation required by the Length property. This makes it more suitable for comparisons. Returns a normalized version of this vector. Gets or sets the value at the index of the Vector.