System.Numerics.Vector4
namespace System.Numerics
{
public struct Vector4 : IEquatable<Vector4>, IFormattable
{
public float X;
public float Y;
public float Z;
public float W;
public static Vector4 Zero { get; }
public static Vector4 One { get; }
public static Vector4 UnitX { get; }
public static Vector4 UnitY { get; }
public static Vector4 UnitZ { get; }
public static Vector4 UnitW { get; }
public string ToString(string format);
public string ToString(string format, IFormatProvider formatProvider);
public float Length();
public float LengthSquared();
public static float Distance(Vector4 value1, Vector4 value2);
public static float DistanceSquared(Vector4 value1, Vector4 value2);
public static Vector4 Normalize(Vector4 vector);
public static Vector4 Clamp(Vector4 value1, Vector4 min, Vector4 max);
public static Vector4 Lerp(Vector4 value1, Vector4 value2, float amount);
public static Vector4 Transform(Vector2 position, Matrix4x4 matrix);
public static Vector4 Transform(Vector3 position, Matrix4x4 matrix);
public static Vector4 Transform(Vector4 vector, Matrix4x4 matrix);
public static Vector4 Transform(Vector2 value, Quaternion rotation);
public static Vector4 Transform(Vector3 value, Quaternion rotation);
public static Vector4 Transform(Vector4 value, Quaternion rotation);
public static Vector4 Add(Vector4 left, Vector4 right);
public static Vector4 Subtract(Vector4 left, Vector4 right);
public static Vector4 Multiply(Vector4 left, Vector4 right);
public static Vector4 Multiply(Vector4 left, float right);
public static Vector4 Multiply(float left, Vector4 right);
public static Vector4 Divide(Vector4 left, Vector4 right);
public static Vector4 Divide(Vector4 left, float divisor);
public static Vector4 Negate(Vector4 value);
public Vector4(float value);
public Vector4(float x, float y, float z, float w);
public Vector4(Vector2 value, float z, float w);
public Vector4(Vector3 value, float w);
public void CopyTo(float[] array);
public void CopyTo(float[] array, int index);
public bool Equals(Vector4 other);
public static float Dot(Vector4 vector1, Vector4 vector2);
public static Vector4 Min(Vector4 value1, Vector4 value2);
public static Vector4 Max(Vector4 value1, Vector4 value2);
public static Vector4 Abs(Vector4 value);
public static Vector4 SquareRoot(Vector4 value);
public static Vector4 operator +(Vector4 left, Vector4 right);
public static Vector4 operator -(Vector4 left, Vector4 right);
public static Vector4 operator *(Vector4 left, Vector4 right);
public static Vector4 operator *(Vector4 left, float right);
public static Vector4 operator *(float left, Vector4 right);
public static Vector4 operator /(Vector4 left, Vector4 right);
public static Vector4 operator /(Vector4 value1, float value2);
public static Vector4 operator -(Vector4 value);
public static bool operator ==(Vector4 left, Vector4 right);
public static bool operator !=(Vector4 left, Vector4 right);
}
}