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

@@ -332,7 +332,7 @@ 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 Vector2 left, ref Vector2 right, out Vector2 result)
public static void Add(in Vector2 left, in Vector2 right, out Vector2 result)
{
result = new Vector2(left.X + right.X, left.Y + right.Y);
}
@@ -354,7 +354,7 @@ 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 Vector2 left, ref float right, out Vector2 result)
public static void Add(in Vector2 left, float right, out Vector2 result)
{
result = new Vector2(left.X + right, left.Y + right);
}
@@ -376,7 +376,7 @@ 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 Vector2 left, ref Vector2 right, out Vector2 result)
public static void Subtract(in Vector2 left, in Vector2 right, out Vector2 result)
{
result = new Vector2(left.X - right.X, left.Y - right.Y);
}
@@ -398,7 +398,7 @@ 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 Vector2 left, ref float right, out Vector2 result)
public static void Subtract(in Vector2 left, float right, out Vector2 result)
{
result = new Vector2(left.X - right, left.Y - right);
}
@@ -420,7 +420,7 @@ 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 float left, ref Vector2 right, out Vector2 result)
public static void Subtract(float left, in Vector2 right, out Vector2 result)
{
result = new Vector2(left - right.X, left - right.Y);
}
@@ -442,7 +442,7 @@ 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 Vector2 value, float scale, out Vector2 result)
public static void Multiply(in Vector2 value, float scale, out Vector2 result)
{
result = new Vector2(value.X * scale, value.Y * scale);
}
@@ -464,7 +464,7 @@ 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 Vector2 left, ref Vector2 right, out Vector2 result)
public static void Multiply(in Vector2 left, in Vector2 right, out Vector2 result)
{
result = new Vector2(left.X * right.X, left.Y * right.Y);
}
@@ -486,7 +486,7 @@ 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 Vector2 value, float scale, out Vector2 result)
public static void Divide(in Vector2 value, float scale, out Vector2 result)
{
result = new Vector2(value.X / scale, value.Y / scale);
}
@@ -508,7 +508,7 @@ 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(float scale, ref Vector2 value, out Vector2 result)
public static void Divide(float scale, in Vector2 value, out Vector2 result)
{
result = new Vector2(scale / value.X, scale / value.Y);
}
@@ -529,7 +529,7 @@ 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 Vector2 value, out Vector2 result)
public static void Negate(in Vector2 value, out Vector2 result)
{
result = new Vector2(-value.X, -value.Y);
}
@@ -554,7 +554,7 @@ 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 2D Cartesian coordinates of the specified point.</param>
public static void Barycentric(ref Vector2 value1, ref Vector2 value2, ref Vector2 value3, float amount1, float amount2, out Vector2 result)
public static void Barycentric(in Vector2 value1, in Vector2 value2, in Vector2 value3, float amount1, float amount2, out Vector2 result)
{
result = new Vector2(value1.X + amount1 * (value2.X - value1.X) + amount2 * (value3.X - value1.X),
value1.Y + amount1 * (value2.Y - value1.Y) + amount2 * (value3.Y - value1.Y));
@@ -572,7 +572,7 @@ namespace FlaxEngine
/// <returns>A new <see cref="Vector2" /> containing the 2D Cartesian coordinates of the specified point.</returns>
public static Vector2 Barycentric(Vector2 value1, Vector2 value2, Vector2 value3, float amount1, float amount2)
{
Barycentric(ref value1, ref value2, ref value3, amount1, amount2, out Vector2 result);
Barycentric(in value1, in value2, in value3, amount1, amount2, out Vector2 result);
return result;
}
@@ -583,7 +583,7 @@ 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 Vector2 value, ref Vector2 min, ref Vector2 max, out Vector2 result)
public static void Clamp(in Vector2 value, in Vector2 min, in Vector2 max, out Vector2 result)
{
Real x = value.X;
x = x > max.X ? max.X : x;
@@ -603,7 +603,7 @@ namespace FlaxEngine
/// <returns>The clamped value.</returns>
public static Vector2 Clamp(Vector2 value, Vector2 min, Vector2 max)
{
Clamp(ref value, ref min, ref max, out Vector2 result);
Clamp(in value, in min, in max, out Vector2 result);
return result;
}
@@ -623,7 +623,7 @@ namespace FlaxEngine
/// <param name="v1">The second triangle vertex.</param>
/// <param name="v2">The third triangle vertex.</param>
/// <returns>The triangle area.</returns>
public static Real TriangleArea(ref Vector2 v0, ref Vector2 v1, ref Vector2 v2)
public static Real TriangleArea(in Vector2 v0, in Vector2 v1, in Vector2 v2)
{
return Math.Abs((v0.X * (v1.Y - v2.Y) + v1.X * (v2.Y - v0.Y) + v2.X * (v0.Y - v1.Y)) / 2);
}
@@ -634,8 +634,8 @@ 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="Vector2.DistanceSquared(ref Vector2, ref Vector2, out Real)" /> may be preferred when only the relative distance is needed and speed is of the essence.</remarks>
public static void Distance(ref Vector2 value1, ref Vector2 value2, out Real result)
/// <remarks><see cref="Vector2.DistanceSquared(in Vector2, in Vector2, out Real)" /> may be preferred when only the relative distance is needed and speed is of the essence.</remarks>
public static void Distance(in Vector2 value1, in Vector2 value2, out Real result)
{
Real x = value1.X - value2.X;
Real y = value1.Y - value2.Y;
@@ -662,8 +662,8 @@ 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="Vector2.DistanceSquared(ref Vector2, ref Vector2, out Real)" /> may be preferred when only the relative distance is needed and speed is of the essence.</remarks>
public static Real Distance(ref Vector2 value1, ref Vector2 value2)
/// <remarks><see cref="Vector2.DistanceSquared(in Vector2, in Vector2, out Real)" /> may be preferred when only the relative distance is needed and speed is of the essence.</remarks>
public static Real Distance(in Vector2 value1, in Vector2 value2)
{
Real x = value1.X - value2.X;
Real y = value1.Y - value2.Y;
@@ -676,7 +676,7 @@ 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 Vector2 value1, ref Vector2 value2, out Real result)
public static void DistanceSquared(in Vector2 value1, in Vector2 value2, out Real result)
{
Real x = value1.X - value2.X;
Real y = value1.Y - value2.Y;
@@ -689,7 +689,7 @@ 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 Real DistanceSquared(ref Vector2 value1, ref Vector2 value2)
public static Real DistanceSquared(in Vector2 value1, in Vector2 value2)
{
Real x = value1.X - value2.X;
Real y = value1.Y - value2.Y;
@@ -718,7 +718,7 @@ namespace FlaxEngine
/// <returns><c>true</c> if left and right are near, <c>false</c> otherwise</returns>
public static bool NearEqual(Vector2 left, Vector2 right, float epsilon = Mathf.Epsilon)
{
return NearEqual(ref left, ref right, epsilon);
return NearEqual(in left, in right, epsilon);
}
/// <summary>
@@ -728,7 +728,7 @@ 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 Vector2 left, ref Vector2 right, float epsilon = Mathf.Epsilon)
public static bool NearEqual(in Vector2 left, in Vector2 right, float epsilon = Mathf.Epsilon)
{
return Mathf.WithinEpsilon(left.X, right.X, epsilon) && Mathf.WithinEpsilon(left.Y, right.Y, epsilon);
}
@@ -739,7 +739,7 @@ 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 Vector2 left, ref Vector2 right, out Real result)
public static void Dot(in Vector2 left, in Vector2 right, out Real result)
{
result = left.X * right.X + left.Y * right.Y;
}
@@ -750,7 +750,7 @@ 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 Real Dot(ref Vector2 left, ref Vector2 right)
public static Real Dot(in Vector2 left, in Vector2 right)
{
return left.X * right.X + left.Y * right.Y;
}
@@ -772,7 +772,7 @@ 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 cross product of the two vectors.</param>
public static void Cross(ref Vector2 left, ref Vector2 right, out Real result)
public static void Cross(in Vector2 left, in Vector2 right, out Real result)
{
result = left.X * right.Y - left.Y * right.X;
}
@@ -783,7 +783,7 @@ namespace FlaxEngine
/// <param name="left">First source vector.</param>
/// <param name="right">Second source vector.</param>
/// <returns>The cross product of the two vectors.</returns>
public static Real Cross(ref Vector2 left, ref Vector2 right)
public static Real Cross(in Vector2 left, in Vector2 right)
{
return left.X * right.Y - left.Y * right.X;
}
@@ -804,7 +804,7 @@ 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 Vector2 value, out Vector2 result)
public static void Normalize(in Vector2 value, out Vector2 result)
{
result = value;
result.Normalize();
@@ -906,7 +906,7 @@ 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 Vector2 start, ref Vector2 end, float amount, out Vector2 result)
public static void Lerp(in Vector2 start, in Vector2 end, float amount, out Vector2 result)
{
result.X = Mathr.Lerp(start.X, end.X, amount);
result.Y = Mathr.Lerp(start.Y, end.Y, amount);
@@ -922,7 +922,7 @@ 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 Vector2 Lerp(Vector2 start, Vector2 end, float amount)
{
Lerp(ref start, ref end, amount, out Vector2 result);
Lerp(in start, in end, amount, out Vector2 result);
return result;
}
@@ -934,7 +934,7 @@ 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 Vector2 start, ref Vector2 end, ref Vector2 amount, out Vector2 result)
public static void Lerp(in Vector2 start, in Vector2 end, in Vector2 amount, out Vector2 result)
{
result.X = Mathr.Lerp(start.X, end.X, amount.X);
result.Y = Mathr.Lerp(start.Y, end.Y, amount.Y);
@@ -950,7 +950,7 @@ 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 Vector2 Lerp(Vector2 start, Vector2 end, Vector2 amount)
{
Lerp(ref start, ref end, ref amount, out Vector2 result);
Lerp(in start, in end, in amount, out Vector2 result);
return result;
}
@@ -1046,10 +1046,10 @@ 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 Vector2 start, ref Vector2 end, float amount, out Vector2 result)
public static void SmoothStep(in Vector2 start, in Vector2 end, float amount, out Vector2 result)
{
amount = Mathf.SmoothStep(amount);
Lerp(ref start, ref end, amount, out result);
Lerp(in start, in end, amount, out result);
}
/// <summary>
@@ -1061,7 +1061,7 @@ namespace FlaxEngine
/// <returns>The cubic interpolation of the two vectors.</returns>
public static Vector2 SmoothStep(Vector2 start, Vector2 end, float amount)
{
SmoothStep(ref start, ref end, amount, out Vector2 result);
SmoothStep(in start, in end, amount, out Vector2 result);
return result;
}
@@ -1074,7 +1074,7 @@ 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 Vector2 value1, ref Vector2 tangent1, ref Vector2 value2, ref Vector2 tangent2, float amount, out Vector2 result)
public static void Hermite(in Vector2 value1, in Vector2 tangent1, in Vector2 value2, in Vector2 tangent2, float amount, out Vector2 result)
{
float squared = amount * amount;
float cubed = amount * squared;
@@ -1097,7 +1097,7 @@ namespace FlaxEngine
/// <returns>The result of the Hermite spline interpolation.</returns>
public static Vector2 Hermite(Vector2 value1, Vector2 tangent1, Vector2 value2, Vector2 tangent2, float amount)
{
Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out Vector2 result);
Hermite(in value1, in tangent1, in value2, in tangent2, amount, out Vector2 result);
return result;
}
@@ -1116,7 +1116,7 @@ namespace FlaxEngine
/// </summary>
/// <param name="inDirection">The in direction.</param>
/// <param name="result">When the method completes, contains the result of the calculation.</param>
public static void Perpendicular(ref Vector2 inDirection, out Vector2 result)
public static void Perpendicular(in Vector2 inDirection, out Vector2 result)
{
result = new Vector2(-inDirection.Y, inDirection.X);
}
@@ -1130,7 +1130,7 @@ 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 Vector2 value1, ref Vector2 value2, ref Vector2 value3, ref Vector2 value4, float amount, out Vector2 result)
public static void CatmullRom(in Vector2 value1, in Vector2 value2, in Vector2 value3, in Vector2 value4, float amount, out Vector2 result)
{
float squared = amount * amount;
float cubed = amount * squared;
@@ -1153,7 +1153,7 @@ namespace FlaxEngine
/// <returns>A vector that is the result of the Catmull-Rom interpolation.</returns>
public static Vector2 CatmullRom(Vector2 value1, Vector2 value2, Vector2 value3, Vector2 value4, float amount)
{
CatmullRom(ref value1, ref value2, ref value3, ref value4, amount, out Vector2 result);
CatmullRom(in value1, in value2, in value3, in value4, amount, out Vector2 result);
return result;
}
@@ -1163,7 +1163,7 @@ 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 Vector2 left, ref Vector2 right, out Vector2 result)
public static void Max(in Vector2 left, in Vector2 right, out Vector2 result)
{
result.X = left.X > right.X ? left.X : right.X;
result.Y = left.Y > right.Y ? left.Y : right.Y;
@@ -1177,7 +1177,7 @@ namespace FlaxEngine
/// <returns>A vector containing the largest components of the source vectors.</returns>
public static Vector2 Max(Vector2 left, Vector2 right)
{
Max(ref left, ref right, out Vector2 result);
Max(in left, in right, out Vector2 result);
return result;
}
@@ -1187,7 +1187,7 @@ 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 Vector2 left, ref Vector2 right, out Vector2 result)
public static void Min(in Vector2 left, in Vector2 right, out Vector2 result)
{
result.X = left.X < right.X ? left.X : right.X;
result.Y = left.Y < right.Y ? left.Y : right.Y;
@@ -1201,7 +1201,7 @@ namespace FlaxEngine
/// <returns>A vector containing the smallest components of the source vectors.</returns>
public static Vector2 Min(Vector2 left, Vector2 right)
{
Min(ref left, ref right, out Vector2 result);
Min(in left, in right, out Vector2 result);
return result;
}
@@ -1222,7 +1222,7 @@ 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 Vector2 vector, ref Vector2 normal, out Vector2 result)
public static void Reflect(in Vector2 vector, in Vector2 normal, out Vector2 result)
{
var dot = vector.X * normal.X + vector.Y * normal.Y;
result.X = vector.X - 2.0f * dot * normal.X;
@@ -1238,7 +1238,7 @@ 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 Vector2 Reflect(Vector2 vector, Vector2 normal)
{
Reflect(ref vector, ref normal, out Vector2 result);
Reflect(in vector, in normal, out Vector2 result);
return result;
}
@@ -1248,7 +1248,7 @@ 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="Vector4" />.</param>
public static void Transform(ref Vector2 vector, ref Quaternion rotation, out Vector2 result)
public static void Transform(in Vector2 vector, in Quaternion rotation, out Vector2 result)
{
float x = rotation.X + rotation.X;
float y = rotation.Y + rotation.Y;
@@ -1269,7 +1269,7 @@ namespace FlaxEngine
/// <returns>The transformed <see cref="Vector4" />.</returns>
public static Vector2 Transform(Vector2 vector, Quaternion rotation)
{
Transform(ref vector, ref rotation, out Vector2 result);
Transform(in vector, in rotation, out Vector2 result);
return result;
}
@@ -1279,7 +1279,7 @@ 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="Vector4" />.</param>
public static void Transform(ref Vector2 vector, ref Matrix transform, out Vector4 result)
public static void Transform(in Vector2 vector, in Matrix transform, out Vector4 result)
{
result = new Vector4(vector.X * transform.M11 + vector.Y * transform.M21 + transform.M41,
vector.X * transform.M12 + vector.Y * transform.M22 + transform.M42,
@@ -1295,7 +1295,7 @@ namespace FlaxEngine
/// <returns>The transformed <see cref="Vector4" />.</returns>
public static Vector4 Transform(Vector2 vector, Matrix transform)
{
Transform(ref vector, ref transform, out Vector4 result);
Transform(in vector, in transform, out Vector4 result);
return result;
}
@@ -1312,7 +1312,7 @@ 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 Vector2 coordinate, ref Matrix transform, out Vector2 result)
public static void TransformCoordinate(in Vector2 coordinate, in Matrix transform, out Vector2 result)
{
var vector = new Vector4
{
@@ -1339,7 +1339,7 @@ namespace FlaxEngine
/// </remarks>
public static Vector2 TransformCoordinate(Vector2 coordinate, Matrix transform)
{
TransformCoordinate(ref coordinate, ref transform, out Vector2 result);
TransformCoordinate(in coordinate, in transform, out Vector2 result);
return result;
}
@@ -1356,7 +1356,7 @@ 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 Vector2 normal, ref Matrix transform, out Vector2 result)
public static void TransformNormal(in Vector2 normal, in Matrix transform, out Vector2 result)
{
result = new Vector2(normal.X * transform.M11 + normal.Y * transform.M21,
normal.X * transform.M12 + normal.Y * transform.M22);
@@ -1377,7 +1377,7 @@ namespace FlaxEngine
/// </remarks>
public static Vector2 TransformNormal(Vector2 normal, Matrix transform)
{
TransformNormal(ref normal, ref transform, out Vector2 result);
TransformNormal(in normal, in transform, out Vector2 result);
return result;
}
@@ -1406,7 +1406,7 @@ namespace FlaxEngine
}
/// <summary>
/// Multiplies a vector with another by performing component-wise multiplication equivalent to <see cref="Multiply(ref Vector2,ref Vector2,out Vector2)" />.
/// Multiplies a vector with another by performing component-wise multiplication equivalent to <see cref="Multiply(in Vector2,in Vector2,out Vector2)" />.
/// </summary>
/// <param name="left">The first vector to multiply.</param>
/// <param name="right">The second vector to multiply.</param>
@@ -1654,7 +1654,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(Vector2 left, Vector2 right)
{
return left.Equals(ref right);
return left.Equals(in right);
}
/// <summary>
@@ -1666,7 +1666,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(Vector2 left, Vector2 right)
{
return !left.Equals(ref right);
return !left.Equals(in right);
}
/// <summary>
@@ -1780,7 +1780,7 @@ namespace FlaxEngine
/// <param name="other">The <see cref="Vector2" /> to compare with this instance.</param>
/// <returns><c>true</c> if the specified <see cref="Vector2" /> is equal to this instance; otherwise, <c>false</c>.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(ref Vector2 other)
public bool Equals(in Vector2 other)
{
return X == other.X && Y == other.Y;
}
@@ -1788,9 +1788,9 @@ namespace FlaxEngine
/// <summary>
/// Determines whether the specified <see cref="Vector2"/> are equal.
/// </summary>
public static bool Equals(ref Vector2 a, ref Vector2 b)
public static bool Equals(in Vector2 a, in Vector2 b)
{
return a.Equals(ref b);
return a.Equals(in b);
}
/// <summary>
@@ -1801,7 +1801,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(Vector2 other)
{
return Equals(ref other);
return Equals(in other);
}
/// <summary>
@@ -1811,7 +1811,7 @@ 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 Vector2 other && Equals(ref other);
return value is Vector2 other && Equals(in other);
}
}
}