Use in over ref modifier in Math functions input parameters

This commit is contained in:
2025-12-06 23:32:47 +02:00
parent ecf074801f
commit bc4b94d2bc
136 changed files with 1824 additions and 1824 deletions

View File

@@ -380,7 +380,7 @@ namespace FlaxEngine
/// <param name="left">The first vector to add.</param>
/// <param name="right">The second vector to add.</param>
/// <param name="result">When the method completes, contains the sum of the two vectors.</param>
public static void Add(ref Double3 left, ref Double3 right, out Double3 result)
public static void Add(in Double3 left, in Double3 right, out Double3 result)
{
result = new Double3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
}
@@ -402,7 +402,7 @@ namespace FlaxEngine
/// <param name="left">The input vector</param>
/// <param name="right">The scalar value to be added to elements</param>
/// <param name="result">The vector with added scalar for each element.</param>
public static void Add(ref Double3 left, ref double right, out Double3 result)
public static void Add(in Double3 left, double right, out Double3 result)
{
result = new Double3(left.X + right, left.Y + right, left.Z + right);
}
@@ -424,7 +424,7 @@ namespace FlaxEngine
/// <param name="left">The first vector to subtract.</param>
/// <param name="right">The second vector to subtract.</param>
/// <param name="result">When the method completes, contains the difference of the two vectors.</param>
public static void Subtract(ref Double3 left, ref Double3 right, out Double3 result)
public static void Subtract(in Double3 left, in Double3 right, out Double3 result)
{
result = new Double3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
}
@@ -446,7 +446,7 @@ namespace FlaxEngine
/// <param name="left">The input vector</param>
/// <param name="right">The scalar value to be subtracted from elements</param>
/// <param name="result">The vector with subtracted scalar for each element.</param>
public static void Subtract(ref Double3 left, ref double right, out Double3 result)
public static void Subtract(in Double3 left, double right, out Double3 result)
{
result = new Double3(left.X - right, left.Y - right, left.Z - right);
}
@@ -468,7 +468,7 @@ namespace FlaxEngine
/// <param name="left">The scalar value to be subtracted from elements</param>
/// <param name="right">The input vector.</param>
/// <param name="result">The vector with subtracted scalar for each element.</param>
public static void Subtract(ref double left, ref Double3 right, out Double3 result)
public static void Subtract(double left, in Double3 right, out Double3 result)
{
result = new Double3(left - right.X, left - right.Y, left - right.Z);
}
@@ -490,7 +490,7 @@ namespace FlaxEngine
/// <param name="value">The vector to scale.</param>
/// <param name="scale">The amount by which to scale the vector.</param>
/// <param name="result">When the method completes, contains the scaled vector.</param>
public static void Multiply(ref Double3 value, double scale, out Double3 result)
public static void Multiply(in Double3 value, double scale, out Double3 result)
{
result = new Double3(value.X * scale, value.Y * scale, value.Z * scale);
}
@@ -512,7 +512,7 @@ namespace FlaxEngine
/// <param name="left">The first vector to multiply.</param>
/// <param name="right">The second vector to multiply.</param>
/// <param name="result">When the method completes, contains the multiplied vector.</param>
public static void Multiply(ref Double3 left, ref Double3 right, out Double3 result)
public static void Multiply(in Double3 left, in Double3 right, out Double3 result)
{
result = new Double3(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
}
@@ -534,7 +534,7 @@ namespace FlaxEngine
/// <param name="value">The vector to scale.</param>
/// <param name="scale">The amount by which to scale the vector (per component).</param>
/// <param name="result">When the method completes, contains the divided vector.</param>
public static void Divide(ref Double3 value, ref Double3 scale, out Double3 result)
public static void Divide(in Double3 value, in Double3 scale, out Double3 result)
{
result = new Double3(value.X / scale.X, value.Y / scale.Y, value.Z / scale.Z);
}
@@ -556,7 +556,7 @@ namespace FlaxEngine
/// <param name="value">The vector to scale.</param>
/// <param name="scale">The amount by which to scale the vector.</param>
/// <param name="result">When the method completes, contains the scaled vector.</param>
public static void Divide(ref Double3 value, double scale, out Double3 result)
public static void Divide(in Double3 value, double scale, out Double3 result)
{
result = new Double3(value.X / scale, value.Y / scale, value.Z / scale);
}
@@ -578,7 +578,7 @@ namespace FlaxEngine
/// <param name="scale">The amount by which to scale the vector.</param>
/// <param name="value">The vector to scale.</param>
/// <param name="result">When the method completes, contains the scaled vector.</param>
public static void Divide(double scale, ref Double3 value, out Double3 result)
public static void Divide(double scale, in Double3 value, out Double3 result)
{
result = new Double3(scale / value.X, scale / value.Y, scale / value.Z);
}
@@ -599,7 +599,7 @@ namespace FlaxEngine
/// </summary>
/// <param name="value">The vector to negate.</param>
/// <param name="result">When the method completes, contains a vector facing in the opposite direction.</param>
public static void Negate(ref Double3 value, out Double3 result)
public static void Negate(in Double3 value, out Double3 result)
{
result = new Double3(-value.X, -value.Y, -value.Z);
}
@@ -623,7 +623,7 @@ namespace FlaxEngine
/// <param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2" />).</param>
/// <param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3" />).</param>
/// <param name="result">When the method completes, contains the 3D Cartesian coordinates of the specified point.</param>
public static void Barycentric(ref Double3 value1, ref Double3 value2, ref Double3 value3, double amount1, double amount2, out Double3 result)
public static void Barycentric(in Double3 value1, in Double3 value2, in Double3 value3, double amount1, double amount2, out Double3 result)
{
result = new Double3(value1.X + amount1 * (value2.X - value1.X) + amount2 * (value3.X - value1.X),
value1.Y + amount1 * (value2.Y - value1.Y) + amount2 * (value3.Y - value1.Y),
@@ -641,7 +641,7 @@ namespace FlaxEngine
/// <returns>A new <see cref="Double3" /> containing the 3D Cartesian coordinates of the specified point.</returns>
public static Double3 Barycentric(Double3 value1, Double3 value2, Double3 value3, double amount1, double amount2)
{
Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out var result);
Barycentric(in value1, in value2, in value3, amount1, amount2, out var result);
return result;
}
@@ -652,7 +652,7 @@ namespace FlaxEngine
/// <param name="min">The minimum value.</param>
/// <param name="max">The maximum value.</param>
/// <param name="result">When the method completes, contains the clamped value.</param>
public static void Clamp(ref Double3 value, ref Double3 min, ref Double3 max, out Double3 result)
public static void Clamp(in Double3 value, in Double3 min, in Double3 max, out Double3 result)
{
double x = value.X;
x = x > max.X ? max.X : x;
@@ -675,7 +675,7 @@ namespace FlaxEngine
/// <returns>The clamped value.</returns>
public static Double3 Clamp(Double3 value, Double3 min, Double3 max)
{
Clamp(ref value, ref min, ref max, out var result);
Clamp(in value, in min, in max, out var result);
return result;
}
@@ -685,7 +685,7 @@ namespace FlaxEngine
/// <param name="left">First source vector.</param>
/// <param name="right">Second source vector.</param>
/// <param name="result">When the method completes, contains he cross product of the two vectors.</param>
public static void Cross(ref Double3 left, ref Double3 right, out Double3 result)
public static void Cross(in Double3 left, in Double3 right, out Double3 result)
{
result = new Double3(left.Y * right.Z - left.Z * right.Y,
left.Z * right.X - left.X * right.Z,
@@ -700,7 +700,7 @@ namespace FlaxEngine
/// <returns>The cross product of the two vectors.</returns>
public static Double3 Cross(Double3 left, Double3 right)
{
Cross(ref left, ref right, out var result);
Cross(in left, in right, out var result);
return result;
}
@@ -710,8 +710,8 @@ namespace FlaxEngine
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">When the method completes, contains the distance between the two vectors.</param>
/// <remarks><see cref="Double3.DistanceSquared(ref Double3, ref Double3, out double)" /> may be preferred when only the relative distance is needed and speed is of the essence.</remarks>
public static void Distance(ref Double3 value1, ref Double3 value2, out double result)
/// <remarks><see cref="Double3.DistanceSquared(in Double3, in Double3, out double)" /> may be preferred when only the relative distance is needed and speed is of the essence.</remarks>
public static void Distance(in Double3 value1, in Double3 value2, out double result)
{
double x = value1.X - value2.X;
double y = value1.Y - value2.Y;
@@ -725,8 +725,8 @@ namespace FlaxEngine
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The distance between the two vectors.</returns>
/// <remarks><see cref="Double3.DistanceSquared(ref Double3, ref Double3, out double)" /> may be preferred when only the relative distance is needed and speed is of the essence.</remarks>
public static double Distance(ref Double3 value1, ref Double3 value2)
/// <remarks><see cref="Double3.DistanceSquared(in Double3, in Double3, out double)" /> may be preferred when only the relative distance is needed and speed is of the essence.</remarks>
public static double Distance(in Double3 value1, in Double3 value2)
{
double x = value1.X - value2.X;
double y = value1.Y - value2.Y;
@@ -755,7 +755,7 @@ namespace FlaxEngine
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">When the method completes, contains the squared distance between the two vectors.</param>
public static void DistanceSquared(ref Double3 value1, ref Double3 value2, out double result)
public static void DistanceSquared(in Double3 value1, in Double3 value2, out double result)
{
double x = value1.X - value2.X;
double y = value1.Y - value2.Y;
@@ -769,7 +769,7 @@ namespace FlaxEngine
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <returns>The squared distance between the two vectors.</returns>
public static double DistanceSquared(ref Double3 value1, ref Double3 value2)
public static double DistanceSquared(in Double3 value1, in Double3 value2)
{
double x = value1.X - value2.X;
double y = value1.Y - value2.Y;
@@ -797,7 +797,7 @@ namespace FlaxEngine
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">When the method completes, contains the distance between the two vectors in the XY plane.</param>
public static void DistanceXY(ref Double3 value1, ref Double3 value2, out double result)
public static void DistanceXY(in Double3 value1, in Double3 value2, out double result)
{
double x = value1.X - value2.X;
double y = value1.Y - value2.Y;
@@ -810,7 +810,7 @@ namespace FlaxEngine
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector</param>
/// <param name="result">When the method completes, contains the squared distance between the two vectors in the XY plane.</param>
public static void DistanceXYSquared(ref Double3 value1, ref Double3 value2, out double result)
public static void DistanceXYSquared(in Double3 value1, in Double3 value2, out double result)
{
double x = value1.X - value2.X;
double y = value1.Y - value2.Y;
@@ -823,7 +823,7 @@ namespace FlaxEngine
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">When the method completes, contains the distance between the two vectors in the XY plane.</param>
public static void DistanceXZ(ref Double3 value1, ref Double3 value2, out double result)
public static void DistanceXZ(in Double3 value1, in Double3 value2, out double result)
{
double x = value1.X - value2.X;
double z = value1.Z - value2.Z;
@@ -836,7 +836,7 @@ namespace FlaxEngine
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector</param>
/// <param name="result">When the method completes, contains the squared distance between the two vectors in the XY plane.</param>
public static void DistanceXZSquared(ref Double3 value1, ref Double3 value2, out double result)
public static void DistanceXZSquared(in Double3 value1, in Double3 value2, out double result)
{
double x = value1.X - value2.X;
double z = value1.Z - value2.Z;
@@ -849,7 +849,7 @@ namespace FlaxEngine
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector.</param>
/// <param name="result">When the method completes, contains the distance between the two vectors in the YZ plane.</param>
public static void DistanceYZ(ref Double3 value1, ref Double3 value2, out double result)
public static void DistanceYZ(in Double3 value1, in Double3 value2, out double result)
{
double y = value1.Y - value2.Y;
double z = value1.Z - value2.Z;
@@ -862,7 +862,7 @@ namespace FlaxEngine
/// <param name="value1">The first vector.</param>
/// <param name="value2">The second vector</param>
/// <param name="result">When the method completes, contains the squared distance between the two vectors in the YZ plane.</param>
public static void DistanceYZSquared(ref Double3 value1, ref Double3 value2, out double result)
public static void DistanceYZSquared(in Double3 value1, in Double3 value2, out double result)
{
double y = value1.Y - value2.Y;
double z = value1.Z - value2.Z;
@@ -878,7 +878,7 @@ namespace FlaxEngine
/// <returns><c>true</c> if left and right are near another, <c>false</c> otherwise</returns>
public static bool NearEqual(Double3 left, Double3 right, double epsilon = Mathd.Epsilon)
{
return NearEqual(ref left, ref right, epsilon);
return NearEqual(in left, in right, epsilon);
}
/// <summary>
@@ -888,7 +888,7 @@ namespace FlaxEngine
/// <param name="right">The right vector.</param>
/// <param name="epsilon">The epsilon.</param>
/// <returns><c>true</c> if left and right are near another, <c>false</c> otherwise</returns>
public static bool NearEqual(ref Double3 left, ref Double3 right, double epsilon = Mathd.Epsilon)
public static bool NearEqual(in Double3 left, in Double3 right, double epsilon = Mathd.Epsilon)
{
return Mathd.WithinEpsilon(left.X, right.X, epsilon) && Mathd.WithinEpsilon(left.Y, right.Y, epsilon) && Mathd.WithinEpsilon(left.Z, right.Z, epsilon);
}
@@ -899,7 +899,7 @@ namespace FlaxEngine
/// <param name="left">First source vector.</param>
/// <param name="right">Second source vector.</param>
/// <param name="result">When the method completes, contains the dot product of the two vectors.</param>
public static void Dot(ref Double3 left, ref Double3 right, out double result)
public static void Dot(in Double3 left, in Double3 right, out double result)
{
result = left.X * right.X + left.Y * right.Y + left.Z * right.Z;
}
@@ -910,7 +910,7 @@ namespace FlaxEngine
/// <param name="left">First source vector.</param>
/// <param name="right">Second source vector.</param>
/// <returns>The dot product of the two vectors.</returns>
public static double Dot(ref Double3 left, ref Double3 right)
public static double Dot(in Double3 left, in Double3 right)
{
return left.X * right.X + left.Y * right.Y + left.Z * right.Z;
}
@@ -931,7 +931,7 @@ namespace FlaxEngine
/// </summary>
/// <param name="value">The vector to normalize.</param>
/// <param name="result">When the method completes, contains the normalized vector.</param>
public static void Normalize(ref Double3 value, out Double3 result)
public static void Normalize(in Double3 value, out Double3 result)
{
result = value;
result.Normalize();
@@ -1007,7 +1007,7 @@ namespace FlaxEngine
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
/// <param name="result">When the method completes, contains the linear interpolation of the two vectors.</param>
/// <remarks>Passing <paramref name="amount" /> a value of 0 will cause <paramref name="start" /> to be returned; a value of 1 will cause <paramref name="end" /> to be returned.</remarks>
public static void Lerp(ref Double3 start, ref Double3 end, double amount, out Double3 result)
public static void Lerp(in Double3 start, in Double3 end, double amount, out Double3 result)
{
result.X = Mathd.Lerp(start.X, end.X, amount);
result.Y = Mathd.Lerp(start.Y, end.Y, amount);
@@ -1024,7 +1024,7 @@ namespace FlaxEngine
/// <remarks>Passing <paramref name="amount" /> a value of 0 will cause <paramref name="start" /> to be returned; a value of 1 will cause <paramref name="end" /> to be returned.</remarks>
public static Double3 Lerp(Double3 start, Double3 end, double amount)
{
Lerp(ref start, ref end, amount, out var result);
Lerp(in start, in end, amount, out var result);
return result;
}
@@ -1035,10 +1035,10 @@ namespace FlaxEngine
/// <param name="end">End vector.</param>
/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end" />.</param>
/// <param name="result">When the method completes, contains the cubic interpolation of the two vectors.</param>
public static void SmoothStep(ref Double3 start, ref Double3 end, double amount, out Double3 result)
public static void SmoothStep(in Double3 start, in Double3 end, double amount, out Double3 result)
{
amount = Mathd.SmoothStep(amount);
Lerp(ref start, ref end, amount, out result);
Lerp(in start, in end, amount, out result);
}
/// <summary>
@@ -1050,7 +1050,7 @@ namespace FlaxEngine
/// <returns>The cubic interpolation of the two vectors.</returns>
public static Double3 SmoothStep(Double3 start, Double3 end, double amount)
{
SmoothStep(ref start, ref end, amount, out var result);
SmoothStep(in start, in end, amount, out var result);
return result;
}
@@ -1080,7 +1080,7 @@ namespace FlaxEngine
/// <param name="tangent2">Second source tangent vector.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">When the method completes, contains the result of the Hermite spline interpolation.</param>
public static void Hermite(ref Double3 value1, ref Double3 tangent1, ref Double3 value2, ref Double3 tangent2, double amount, out Double3 result)
public static void Hermite(in Double3 value1, in Double3 tangent1, in Double3 value2, in Double3 tangent2, double amount, out Double3 result)
{
double squared = amount * amount;
double cubed = amount * squared;
@@ -1104,7 +1104,7 @@ namespace FlaxEngine
/// <returns>The result of the Hermite spline interpolation.</returns>
public static Double3 Hermite(Double3 value1, Double3 tangent1, Double3 value2, Double3 tangent2, double amount)
{
Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out var result);
Hermite(in value1, in tangent1, in value2, in tangent2, amount, out var result);
return result;
}
@@ -1117,7 +1117,7 @@ namespace FlaxEngine
/// <param name="value4">The fourth position in the interpolation.</param>
/// <param name="amount">Weighting factor.</param>
/// <param name="result">When the method completes, contains the result of the Catmull-Rom interpolation.</param>
public static void CatmullRom(ref Double3 value1, ref Double3 value2, ref Double3 value3, ref Double3 value4, double amount, out Double3 result)
public static void CatmullRom(in Double3 value1, in Double3 value2, in Double3 value3, in Double3 value4, double amount, out Double3 result)
{
double squared = amount * amount;
double cubed = amount * squared;
@@ -1143,7 +1143,7 @@ namespace FlaxEngine
/// <returns>A vector that is the result of the Catmull-Rom interpolation.</returns>
public static Double3 CatmullRom(Double3 value1, Double3 value2, Double3 value3, Double3 value4, double amount)
{
CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out var result);
CatmullRom(in value1, in value2, in value3, in value4, amount, out var result);
return result;
}
@@ -1153,7 +1153,7 @@ namespace FlaxEngine
/// <param name="left">The first source vector.</param>
/// <param name="right">The second source vector.</param>
/// <param name="result">When the method completes, contains an new vector composed of the largest components of the source vectors.</param>
public static void Max(ref Double3 left, ref Double3 right, out Double3 result)
public static void Max(in Double3 left, in Double3 right, out Double3 result)
{
result.X = left.X > right.X ? left.X : right.X;
result.Y = left.Y > right.Y ? left.Y : right.Y;
@@ -1168,7 +1168,7 @@ namespace FlaxEngine
/// <returns>A vector containing the largest components of the source vectors.</returns>
public static Double3 Max(Double3 left, Double3 right)
{
Max(ref left, ref right, out var result);
Max(in left, in right, out var result);
return result;
}
@@ -1178,7 +1178,7 @@ namespace FlaxEngine
/// <param name="left">The first source vector.</param>
/// <param name="right">The second source vector.</param>
/// <param name="result">When the method completes, contains an new vector composed of the smallest components of the source vectors.</param>
public static void Min(ref Double3 left, ref Double3 right, out Double3 result)
public static void Min(in Double3 left, in Double3 right, out Double3 result)
{
result.X = left.X < right.X ? left.X : right.X;
result.Y = left.Y < right.Y ? left.Y : right.Y;
@@ -1193,7 +1193,7 @@ namespace FlaxEngine
/// <returns>A vector containing the smallest components of the source vectors.</returns>
public static Double3 Min(Double3 left, Double3 right)
{
Min(ref left, ref right, out var result);
Min(in left, in right, out var result);
return result;
}
@@ -1258,9 +1258,9 @@ namespace FlaxEngine
/// <param name="maxZ">The maximum depth of the viewport.</param>
/// <param name="worldViewProjection">The combined world-view-projection matrix.</param>
/// <param name="result">When the method completes, contains the vector in screen space.</param>
public static void Project(ref Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, ref Matrix worldViewProjection, out Double3 result)
public static void Project(in Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, ref Matrix worldViewProjection, out Double3 result)
{
TransformCoordinate(ref vector, ref worldViewProjection, out var v);
TransformCoordinate(in vector, in worldViewProjection, out var v);
result = new Double3((1.0 + v.X) * 0.5f * width + x, (1.0 - v.Y) * 0.5f * height + y, v.Z * (maxZ - minZ) + minZ);
}
@@ -1278,7 +1278,7 @@ namespace FlaxEngine
/// <returns>The vector in screen space.</returns>
public static Double3 Project(Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, Matrix worldViewProjection)
{
Project(ref vector, x, y, width, height, minZ, maxZ, ref worldViewProjection, out var result);
Project(in vector, x, y, width, height, minZ, maxZ, ref worldViewProjection, out var result);
return result;
}
@@ -1294,16 +1294,16 @@ namespace FlaxEngine
/// <param name="maxZ">The maximum depth of the viewport.</param>
/// <param name="worldViewProjection">The combined world-view-projection matrix.</param>
/// <param name="result">When the method completes, contains the vector in object space.</param>
public static void Unproject(ref Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, ref Matrix worldViewProjection, out Double3 result)
public static void Unproject(in Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, ref Matrix worldViewProjection, out Double3 result)
{
Matrix.Invert(ref worldViewProjection, out var matrix);
Matrix.Invert(worldViewProjection, out var matrix);
var v = new Double3
{
X = (vector.X - x) / width * 2.0 - 1.0,
Y = -((vector.Y - y) / height * 2.0 - 1.0),
Z = (vector.Z - minZ) / (maxZ - minZ)
};
TransformCoordinate(ref v, ref matrix, out result);
TransformCoordinate(in v, in matrix, out result);
}
/// <summary>
@@ -1320,7 +1320,7 @@ namespace FlaxEngine
/// <returns>The vector in object space.</returns>
public static Double3 Unproject(Double3 vector, double x, double y, double width, double height, double minZ, double maxZ, Matrix worldViewProjection)
{
Unproject(ref vector, x, y, width, height, minZ, maxZ, ref worldViewProjection, out var result);
Unproject(in vector, x, y, width, height, minZ, maxZ, ref worldViewProjection, out var result);
return result;
}
@@ -1331,7 +1331,7 @@ namespace FlaxEngine
/// <param name="normal">Normal of the surface.</param>
/// <param name="result">When the method completes, contains the reflected vector.</param>
/// <remarks>Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it.</remarks>
public static void Reflect(ref Double3 vector, ref Double3 normal, out Double3 result)
public static void Reflect(in Double3 vector, in Double3 normal, out Double3 result)
{
double dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z;
result.X = vector.X - 2.0 * dot * normal.X;
@@ -1348,7 +1348,7 @@ namespace FlaxEngine
/// <remarks>Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it.</remarks>
public static Double3 Reflect(Double3 vector, Double3 normal)
{
Reflect(ref vector, ref normal, out var result);
Reflect(in vector, in normal, out var result);
return result;
}
@@ -1358,7 +1358,7 @@ namespace FlaxEngine
/// <param name="vector">The vector to rotate.</param>
/// <param name="rotation">The <see cref="Quaternion" /> rotation to apply.</param>
/// <param name="result">When the method completes, contains the transformed <see cref="Double3" />.</param>
public static void Transform(ref Double3 vector, ref Quaternion rotation, out Double3 result)
public static void Transform(in Double3 vector, in Quaternion rotation, out Double3 result)
{
double x = rotation.X + rotation.X;
double y = rotation.Y + rotation.Y;
@@ -1385,7 +1385,7 @@ namespace FlaxEngine
/// <returns>The transformed <see cref="Double3" />.</returns>
public static Double3 Transform(Double3 vector, Quaternion rotation)
{
Transform(ref vector, ref rotation, out var result);
Transform(in vector, in rotation, out var result);
return result;
}
@@ -1395,7 +1395,7 @@ namespace FlaxEngine
/// <param name="vector">The source vector.</param>
/// <param name="transform">The transformation <see cref="Matrix3x3"/>.</param>
/// <param name="result">When the method completes, contains the transformed <see cref="Double3"/>.</param>
public static void Transform(ref Double3 vector, ref Matrix3x3 transform, out Double3 result)
public static void Transform(in Double3 vector, in Matrix3x3 transform, out Double3 result)
{
result = new Double3((vector.X * transform.M11) + (vector.Y * transform.M21) + (vector.Z * transform.M31),
(vector.X * transform.M12) + (vector.Y * transform.M22) + (vector.Z * transform.M32),
@@ -1410,7 +1410,7 @@ namespace FlaxEngine
/// <returns>The transformed <see cref="Double3"/>.</returns>
public static Double3 Transform(Double3 vector, Matrix3x3 transform)
{
Transform(ref vector, ref transform, out var result);
Transform(in vector, in transform, out var result);
return result;
}
@@ -1420,7 +1420,7 @@ namespace FlaxEngine
/// <param name="vector">The source vector.</param>
/// <param name="transform">The transformation <see cref="Matrix" />.</param>
/// <param name="result">When the method completes, contains the transformed <see cref="Double3" />.</param>
public static void Transform(ref Double3 vector, ref Matrix transform, out Double3 result)
public static void Transform(in Double3 vector, in Matrix transform, out Double3 result)
{
result = new Double3(vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41,
vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42,
@@ -1433,7 +1433,7 @@ namespace FlaxEngine
/// <param name="vector">The source vector.</param>
/// <param name="transform">The transformation <see cref="Matrix" />.</param>
/// <param name="result">When the method completes, contains the transformed <see cref="Double4" />.</param>
public static void Transform(ref Double3 vector, ref Matrix transform, out Double4 result)
public static void Transform(in Double3 vector, in Matrix transform, out Double4 result)
{
result = new Double4(vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41,
vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42,
@@ -1449,7 +1449,7 @@ namespace FlaxEngine
/// <returns>The transformed <see cref="Double4" />.</returns>
public static Double3 Transform(Double3 vector, Matrix transform)
{
Transform(ref vector, ref transform, out Double3 result);
Transform(in vector, in transform, out Double3 result);
return result;
}
@@ -1466,7 +1466,7 @@ namespace FlaxEngine
/// therefore makes the vector homogeneous. The homogeneous vector is often preferred when working
/// with coordinates as the w component can safely be ignored.
/// </remarks>
public static void TransformCoordinate(ref Double3 coordinate, ref Matrix transform, out Double3 result)
public static void TransformCoordinate(in Double3 coordinate, in Matrix transform, out Double3 result)
{
var vector = new Double4
{
@@ -1493,7 +1493,7 @@ namespace FlaxEngine
/// </remarks>
public static Double3 TransformCoordinate(Double3 coordinate, Matrix transform)
{
TransformCoordinate(ref coordinate, ref transform, out var result);
TransformCoordinate(in coordinate, in transform, out var result);
return result;
}
@@ -1510,7 +1510,7 @@ namespace FlaxEngine
/// apply. This is often preferred for normal vectors as normals purely represent direction
/// rather than location because normal vectors should not be translated.
/// </remarks>
public static void TransformNormal(ref Double3 normal, ref Matrix transform, out Double3 result)
public static void TransformNormal(in Double3 normal, in Matrix transform, out Double3 result)
{
result = new Double3(normal.X * transform.M11 + normal.Y * transform.M21 + normal.Z * transform.M31,
normal.X * transform.M12 + normal.Y * transform.M22 + normal.Z * transform.M32,
@@ -1532,7 +1532,7 @@ namespace FlaxEngine
/// </remarks>
public static Double3 TransformNormal(Double3 normal, Matrix transform)
{
TransformNormal(ref normal, ref transform, out var result);
TransformNormal(in normal, in transform, out var result);
return result;
}
@@ -1565,7 +1565,7 @@ namespace FlaxEngine
}
/// <summary>
/// Multiplies a vector with another by performing component-wise multiplication equivalent to <see cref="Multiply(ref Double3,ref Double3,out Double3)" />.
/// Multiplies a vector with another by performing component-wise multiplication equivalent to <see cref="Multiply(in Double3,in Double3,out Double3)" />.
/// </summary>
/// <param name="left">The first vector to multiply.</param>
/// <param name="right">The second vector to multiply.</param>
@@ -1614,7 +1614,7 @@ namespace FlaxEngine
/// <returns>The scaled vector.</returns>
public static Double3 operator *(Double3 vector, Quaternion rotation)
{
Transform(ref vector, ref rotation, out var result);
Transform(in vector, in rotation, out var result);
return result;
}
@@ -1759,7 +1759,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(Double3 left, Double3 right)
{
return left.Equals(ref right);
return left.Equals(in right);
}
/// <summary>
@@ -1771,7 +1771,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(Double3 left, Double3 right)
{
return !left.Equals(ref right);
return !left.Equals(in right);
}
/// <summary>
@@ -1878,7 +1878,7 @@ namespace FlaxEngine
/// <param name="other">The <see cref="Double3" /> to compare with this instance.</param>
/// <returns><c>true</c> if the specified <see cref="Double3" /> is equal to this instance; otherwise, <c>false</c>.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(ref Double3 other)
public bool Equals(in Double3 other)
{
return X == other.X && Y == other.Y && Z == other.Z;
}
@@ -1891,7 +1891,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(Double3 other)
{
return Equals(ref other);
return Equals(in other);
}
/// <summary>
@@ -1901,7 +1901,7 @@ namespace FlaxEngine
/// <returns><c>true</c> if the specified <see cref="System.Object" /> is equal to this instance; otherwise, <c>false</c>.</returns>
public override bool Equals(object value)
{
return value is Double3 other && Equals(ref other);
return value is Double3 other && Equals(in other);
}
}
}