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VVVV.Utils.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>VVVV.Utils</name>
</assembly>
<members>
<member name="M:VVVV.Utils.Algorithm.ConvexHull.CounterClockWise(System.Drawing.PointF,System.Drawing.PointF,System.Drawing.PointF)">
<summary>
Three points are a counter-clockwise turn if ccw > 0, clockwise if
ccw < 0, and collinear if ccw = 0 because ccw is a determinant that
gives the signed area of the triangle formed by p1, p2 and p3.
</summary>
</member>
<member name="M:VVVV.Utils.Algorithm.ConvexHull.CreateConvexHull(System.Collections.Generic.List{System.Drawing.PointF})">
<summary>
Generates list of convex hull points from the given list of points using Graham's scan
</summary>
<param name="source"></param>
<returns></returns>
</member>
<member name="T:VVVV.Utils.Animation.IIRFilter">
<summary>
Basic 1-pole IIR filter with threshold.
</summary>
</member>
<member name="M:VVVV.Utils.Animation.IIRFilter.Update(System.Double)">
<summary>
Update filter state. If the difference between
the current filter value and the new value is greater than
the threshold then filter value is set to new value.
</summary>
<param name="newValue">Target value</param>
<returns>Filtered target value</returns>
</member>
<member name="T:VVVV.Utils.Animation.LowpassFilter">
<summary>
One pole IIR filter
</summary>
</member>
<member name="M:VVVV.Utils.Animation.LowpassFilter.#ctor">
<summary>
Initialize the filter
</summary>
</member>
<member name="P:VVVV.Utils.Animation.LowpassFilter.Last">
<summary>
Last filter value
</summary>
</member>
<member name="M:VVVV.Utils.Animation.LowpassFilter.Filter(System.Double,System.Double)">
<summary>
Gets the next filter value, applies <c>alpha * value + (1 - alpha) * lastValue</c>
</summary>
<param name="value"></param>
<param name="alpha"></param>
<returns></returns>
</member>
<member name="T:VVVV.Utils.Animation.OneEuroFilter">
<summary>
Adaptive noise filter via http://www.lifl.fr/~casiez/1euro/OneEuroFilter.cs
See http://www.lifl.fr/~casiez/1euro
</summary>
</member>
<member name="T:VVVV.Utils.Animation.Particle">
<summary>
A particle class with common data fields.
The Update method is virtual, so it can be overwritten in sub classes.
</summary>
</member>
<member name="M:VVVV.Utils.Animation.Particle.#ctor(System.Double,System.Double)">
<summary>
Creates a new Particle instance and sets the time.
</summary>
<param name="time">Current system time in seconds.</param>
<param name="lifeTime">Max life time in seconds, -1 is infinite lifetime</param>
</member>
<member name="M:VVVV.Utils.Animation.Particle.UpdateTime(System.Double)">
<summary>
Updates the time variables dt and age.
</summary>
<param name="time">Current system time in seconds</param>
</member>
<member name="M:VVVV.Utils.Animation.Particle.Update(System.Double)">
<summary>
Updates the paticle age and position.
</summary>
<param name="time">Current system time in seconds.</param>
<returns>False if the particle is dead.</returns>
</member>
<member name="T:VVVV.Utils.Application.AppInfo">
<summary>
provides information about the entry assembly
</summary>
</member>
<member name="M:VVVV.Utils.Collections.IListExtensions.ClampedElementAtIfNotEmpty``1(System.Collections.Generic.IList{``0},System.Int32@)">
<summary>
throws if input is empty. so please check that first
</summary>
</member>
<member name="M:VVVV.Utils.Collections.IListExtensions.ClampedElementAtOrDefault``1(System.Collections.Generic.IList{``0},System.Int32@)">
<summary>
if count = 0 returns a default(T)
</summary>
</member>
<member name="T:VVVV.Utils.Imaging.Gif">
<summary>
Uses default .net GIF encoding and adds animation headers.
</summary>
</member>
<member name="P:VVVV.Utils.Imaging.Gif.DefaultFrameDelay">
<summary>
Default Delay in Milliseconds
</summary>
</member>
<member name="M:VVVV.Utils.Imaging.Gif.AddFrame(System.Drawing.Image,System.Nullable{System.Double},System.Int32,System.Int32)">
<summary>
Adds a frame to this animation.
</summary>
<param name="Image">The image to add</param>
<param name="XOffset">The positioning x offset this image should be displayed at.</param>
<param name="YOffset">The positioning y offset this image should be displayed at.</param>
</member>
<member name="P:VVVV.Utils.IO.Mouse.PressedButtons">
<summary>
The currently pressed mouse buttons.
</summary>
</member>
<member name="T:VVVV.Utils.IO.KeyboardState">
<summary>
Encapsulates the state of a keyboard. GetHashCode and Equals methods are overwritten
so that two keyboard states can be easily compared.
Use the KeyChars property to retrieve all pressed characters.
Example:
Keys = { Shift, a, d }
KeyChars = { A, D }
</summary>
</member>
<member name="P:VVVV.Utils.IO.KeyboardState.KeyCodes">
<summary>
Returns all the pressed keys.
</summary>
</member>
<member name="P:VVVV.Utils.IO.KeyboardState.CapsLock">
<summary>
Gets whether or not the caps lock is enabled.
</summary>
</member>
<member name="P:VVVV.Utils.IO.KeyboardState.KeyChars">
<summary>
Returns all the pressed characters.
For example if the KeyCodes property contains SHIFT and A, this property will return 'A'
or if the KeyCodes property contains CTRL, ALT and Q, this property will return '@'
on a german keyboard.
</summary>
</member>
<member name="P:VVVV.Utils.IO.KeyboardState.Time">
<summary>
Used to distinguish two keyboard states if they contain the same same key codes.
Useful if a key is pressed for a long time which should generate repeated key strokes.
</summary>
</member>
<member name="P:VVVV.Utils.IO.KeyboardState.Modifiers">
<summary>
Returns all the pressed modifier keys in one enumeration.
</summary>
</member>
<member name="M:VVVV.Utils.IO.KeyboardState.Equals(VVVV.Utils.IO.KeyboardState)">
<summary>
Returns true if the other keyboard state contains the same keys, has the same caps lock state
and time value.
</summary>
<param name="other">The keyboard state to compare with the current keyboard state.</param>
<returns>True if the specified keyboard state is equal to the current keyboard state.</returns>
</member>
<member name="T:VVVV.Utils.IO.MouseState">
<summary>
Encapsulates the state of a mouse.
</summary>
</member>
<member name="F:VVVV.Utils.IO.MouseState.X">
<summary>
The x coordinate of the mouse.
</summary>
</member>
<member name="F:VVVV.Utils.IO.MouseState.Y">
<summary>
The y coordinate of the mouse.
</summary>
</member>
<member name="F:VVVV.Utils.IO.MouseState.Buttons">
<summary>
The pressed mouse button.
</summary>
</member>
<member name="F:VVVV.Utils.IO.MouseState.MouseWheel">
<summary>
The position of the mouse wheel.
</summary>
</member>
<member name="F:VVVV.Utils.IO.MouseState.MouseHorizontalWheel">
<summary>
The position of the horizontal mouse wheel.
</summary>
</member>
<member name="F:VVVV.Utils.OSC.OscTimeTag.Epoch">
<summary>
Osc Time Epoch (January 1, 1900 00:00:00).
</summary>
</member>
<member name="F:VVVV.Utils.OSC.OscTimeTag.MinValue">
<summary>
Minimum Osc Time Tag.
</summary>
</member>
<member name="P:VVVV.Utils.OSC.OscTimeTag.SecondsSinceEpoch">
<summary>
Gets the first 32 bits of the Osc Time Tag. Specifies the number of seconds since the epoch.
</summary>
</member>
<member name="P:VVVV.Utils.OSC.OscTimeTag.FractionalSecond">
<summary>
Gets the last 32 bits of the Osc Time Tag. Specifies the fractional part of a second.
</summary>
</member>
<member name="P:VVVV.Utils.OSC.OscTimeTag.DateTime">
<summary>
Gets the Osc Time Tag as a DateTime value.
</summary>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.#ctor">
<summary>
Initializes a new instance of the <see cref="T:VVVV.Utils.OSC.OscTimeTag"/> class.
</summary>
<remarks>Defaults the Osc Time Tag value to DateTime.Now.</remarks>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.#ctor(System.DateTime)">
<summary>
Initializes a new instance of the <see cref="T:VVVV.Utils.OSC.OscTimeTag"/> class.
</summary>
<param name="timeStamp">The time stamp to use to set the Osc Time Tag.</param>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.#ctor(System.Byte[])">
<summary>
Initializes a new instance of the <see cref="T:VVVV.Utils.OSC.OscTimeTag"/> class.
</summary>
<param name="data">The time stamp to use to set the Osc Time Tag.</param>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.ToByteArray">
<summary>
Convert the Osc Time Tag to a byte array.
</summary>
<returns>A byte array containing the Osc Time Tag.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.Equals(VVVV.Utils.OSC.OscTimeTag,VVVV.Utils.OSC.OscTimeTag)">
<summary>
Determines whether two specified instances of OscTimeTag are equal.
</summary>
<param name="lhs">An OscTimeTag.</param>
<param name="rhs">An OscTimeTag.</param>
<returns>true if lhs and rhs represent the same time tag; otherwise, false.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.op_Equality(VVVV.Utils.OSC.OscTimeTag,VVVV.Utils.OSC.OscTimeTag)">
<summary>
Determines whether two specified instances of OscTimeTag are equal.
</summary>
<param name="lhs">An OscTimeTag.</param>
<param name="rhs">An OscTimeTag.</param>
<returns>true if lhs and rhs represent the same time tag; otherwise, false.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.op_Inequality(VVVV.Utils.OSC.OscTimeTag,VVVV.Utils.OSC.OscTimeTag)">
<summary>
Determines whether two specified instances of OscTimeTag are not equal.
</summary>
<param name="lhs">An OscTimeTag.</param>
<param name="rhs">An OscTimeTag.</param>
<returns>true if lhs and rhs do not represent the same time tag; otherwise, false.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.op_LessThan(VVVV.Utils.OSC.OscTimeTag,VVVV.Utils.OSC.OscTimeTag)">
<summary>
Determines whether one specified <see cref="T:VVVV.Utils.OSC.OscTimeTag"/> is less than another specified <see cref="T:VVVV.Utils.OSC.OscTimeTag"/>.
</summary>
<param name="lhs">An OscTimeTag.</param>
<param name="rhs">An OscTimeTag.</param>
<returns>true if lhs is less than rhs; otherwise, false.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.op_LessThanOrEqual(VVVV.Utils.OSC.OscTimeTag,VVVV.Utils.OSC.OscTimeTag)">
<summary>
Determines whether one specified <see cref="T:VVVV.Utils.OSC.OscTimeTag"/> is less than or equal to another specified <see cref="T:VVVV.Utils.OSC.OscTimeTag"/>.
</summary>
<param name="lhs">An OscTimeTag.</param>
<param name="rhs">An OscTimeTag.</param>
<returns>true if lhs is less than or equal to rhs; otherwise, false.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.op_GreaterThan(VVVV.Utils.OSC.OscTimeTag,VVVV.Utils.OSC.OscTimeTag)">
<summary>
Determines whether one specified <see cref="T:VVVV.Utils.OSC.OscTimeTag"/> is greater than another specified <see cref="T:VVVV.Utils.OSC.OscTimeTag"/>.
</summary>
<param name="lhs">An OscTimeTag.</param>
<param name="rhs">An OscTimeTag.</param>
<returns>true if lhs is greater than rhs; otherwise, false.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.op_GreaterThanOrEqual(VVVV.Utils.OSC.OscTimeTag,VVVV.Utils.OSC.OscTimeTag)">
<summary>
Determines whether one specified <see cref="T:VVVV.Utils.OSC.OscTimeTag"/> is greater than or equal to another specified <see cref="T:VVVV.Utils.OSC.OscTimeTag"/>.
</summary>
<param name="lhs">An OscTimeTag.</param>
<param name="rhs">An OscTimeTag.</param>
<returns>true if lhs is greater than or equal to rhs; otherwise, false.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.IsValidTime(System.DateTime)">
<summary>
Validates the time stamp for use in an Osc Time Tag.
</summary>
<param name="timeStamp">The time stamp to validate.</param>
<returns>True if the time stamp is a valid Osc Time Tag; false, otherwise.</returns>
<remarks>Time stamps must be greater-than-or-equal to <see cref="F:VVVV.Utils.OSC.OscTimeTag.MinValue"/>.</remarks>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.Set(System.DateTime)">
<summary>
Sets the value of the Osc Time Tag.
</summary>
<param name="timeStamp">The time stamp to use to set the Osc Time Tag.</param>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.Equals(System.Object)">
<summary>
Returns a value indicating whether this instance is equal to a specified object.
</summary>
<param name="value">An object to compare to this instance.</param>
<returns>true if value is an instance of System.DateTime and equals the value of this instance; otherwise, false.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.Equals(VVVV.Utils.OSC.OscTimeTag)">
<summary>
Returns a value indicating whether this instance is equal to a specified OscTimeTag instance.
</summary>
<param name="value">An object to compare to this instance.</param>
<returns>true if value is an instance of System.DateTime and equals the value of this instance; otherwise, false.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.GetHashCode">
<summary>
Returns the hash code for this instance.
</summary>
<returns>A 32-bit signed integer hash code.</returns>
</member>
<member name="M:VVVV.Utils.OSC.OscTimeTag.ToString">
<summary>
Converts the value of the current <see cref="T:VVVV.Utils.OSC.OscTimeTag"/> object to its equivalent string representation.
</summary>
<returns>A string representation of the value of the current <see cref="T:VVVV.Utils.OSC.OscTimeTag"/> object.</returns>
</member>
<member name="T:VVVV.Utils.OSC.OSCBundle">
<summary>
OSCBundle
</summary>
</member>
<member name="T:VVVV.Utils.OSC.OSCMessage">
<summary>
OSCMessage
Contains an address, a comma followed by one or more type identifiers. then the data itself follows in binary encoding.
</summary>
</member>
<member name="T:VVVV.Utils.OSC.OSCPacket">
<summary>
OSCPacket
</summary>
</member>
<member name="T:VVVV.Utils.OSC.OSCReceiver">
<summary>
OSCReceiver
</summary>
</member>
<member name="T:VVVV.Utils.OSC.OSCTransmitter">
<summary>
OSCTransmitter
</summary>
</member>
<member name="T:VVVV.Utils.VColor.RGBAColor">
<summary>
256-bit color struct, compatible with vvvv colors.
There is an implicit cast to the C# Color type and an explictit cast from C# color to RGBAColor.
Aswell as implicit casts from and to Vector4D.
</summary>
</member>
<member name="F:VVVV.Utils.VColor.RGBAColor.R">
<summary>
The Red data field
</summary>
</member>
<member name="F:VVVV.Utils.VColor.RGBAColor.G">
<summary>
The Green data field
</summary>
</member>
<member name="F:VVVV.Utils.VColor.RGBAColor.B">
<summary>
The Blue data field
</summary>
</member>
<member name="F:VVVV.Utils.VColor.RGBAColor.A">
<summary>
The Alpha data field
</summary>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.#ctor(System.Double,System.Double,System.Double,System.Double)">
<summary>
vvvv color constructor
</summary>
<param name="Red">red component, 0..1</param>
<param name="Green">green component, 0..1</param>
<param name="Blue">blue component, 0..1</param>
<param name="Alpha">alpha component, 0..1</param>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.#ctor(System.Double[])">
<summary>
vvvv color constructor
</summary>
<param name="colors">double array of length 4 (red, green, blue, alpha) with values between 0..1</param>
</member>
<member name="P:VVVV.Utils.VColor.RGBAColor.Color">
<summary>
C# color type property, can be used for conversion
Note, that there is also implicit casting from C# color, and explicit casting to C# color
</summary>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.ToString">
<summary>
Get string name for the color
</summary>
<returns>Color name</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_Implicit(VVVV.Utils.VColor.RGBAColor)~VVVV.Utils.VMath.Vector4D">
<summary>
Casts a color to a 4d-vector
</summary>
<param name="a">color to cast</param>
<returns>4d-vector with same values than the input color</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_Implicit(VVVV.Utils.VMath.Vector4D)~VVVV.Utils.VColor.RGBAColor">
<summary>
Casts a 4d-vector to a color
</summary>
<param name="a">4d-vector to cast</param>
<returns>color with same values like than input 4d-vector</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_Implicit(System.Drawing.Color)~VVVV.Utils.VColor.RGBAColor">
<summary>
Casts a C# color to a color
</summary>
<param name="C">C# color to cast</param>
<returns>Same Color than the input C# color</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_Explicit(VVVV.Utils.VColor.RGBAColor)~System.Drawing.Color">
<summary>
Explicit cast from color to C# color
</summary>
<param name="C">color to cast</param>
<returns>C# color with closest values to the input the color</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_UnaryPlus(VVVV.Utils.VColor.RGBAColor)">
<summary>
+ color, makes no changes to a color
</summary>
<param name="C"></param>
<returns>Input color C unchanged</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_UnaryNegation(VVVV.Utils.VColor.RGBAColor)">
<summary>
- color, flips the sign off all color components
</summary>
<param name="C"></param>
<returns>New color with all components of C negatived</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_LogicalNot(VVVV.Utils.VColor.RGBAColor)">
<summary>
! color, calculates the complementary color
</summary>
<param name="C"></param>
<returns>Complementary color to the input color C</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_OnesComplement(VVVV.Utils.VColor.RGBAColor)">
<summary>
~ color, calculates the brighness of a color with the formula 0.222 * R + 0.707 * G + 0.071 * B
</summary>
<param name="C"></param>
<returns>Brightness value of the input color C</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_Addition(VVVV.Utils.VColor.RGBAColor,VVVV.Utils.VColor.RGBAColor)">
<summary>
Adds the color components of two colors
</summary>
<param name="C1"></param>
<param name="C2"></param>
<returns>Sum of two colors</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_Subtraction(VVVV.Utils.VColor.RGBAColor,VVVV.Utils.VColor.RGBAColor)">
<summary>
Subtracts the color components of two colors
</summary>
<param name="C1"></param>
<param name="C2"></param>
<returns>Difference of two colors</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_Multiply(VVVV.Utils.VColor.RGBAColor,System.Double)">
<summary>
Multiplies a color with a factor
</summary>
<param name="C"></param>
<param name="factor"></param>
<returns>Color multiplied by the factor</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_Multiply(System.Double,VVVV.Utils.VColor.RGBAColor)">
<summary>
Multiplies a factor with a color
</summary>
<param name="factor"></param>
<param name="C"></param>
<returns>Color multiplied by the factor</returns>
</member>
<member name="M:VVVV.Utils.VColor.RGBAColor.op_Multiply(VVVV.Utils.VColor.RGBAColor,VVVV.Utils.VColor.RGBAColor)">
<summary>
Multiplies two colors, RGBA component wise
</summary>
<param name="C1"></param>
<param name="C2"></param>
<returns>Color C1 multiplied by color C2</returns>
</member>
<member name="T:VVVV.Utils.VColor.VColor">
<summary>
The vvvv c# color routines library
</summary>
</member>
<member name="F:VVVV.Utils.VColor.VColor.Red">
<summary>
Red as constant, (1,0,0,1)
</summary>
</member>
<member name="F:VVVV.Utils.VColor.VColor.Green">
<summary>
Green as constant, (0,1,0,1)
</summary>
</member>
<member name="F:VVVV.Utils.VColor.VColor.Blue">
<summary>
Blue as constant, (0,0,1,1)
</summary>
</member>
<member name="F:VVVV.Utils.VColor.VColor.White">
<summary>
White as constant, (1,1,1,1)
</summary>
</member>
<member name="F:VVVV.Utils.VColor.VColor.Black">
<summary>
Black as constant, (0,0,0,1)
</summary>
</member>
<member name="M:VVVV.Utils.VColor.VColor.Complement(VVVV.Utils.VColor.RGBAColor)">
<summary>
Function to calculate the complementary color
Note that the ! operator of RGBAColor does the same
</summary>
<param name="Col">Input color</param>
<returns>Complement color of the RGB channels of the input color</returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.Offset(VVVV.Utils.VColor.RGBAColor,System.Double)">
<summary>
Adds a value to the RGB channels of a color and takes the result modulo 1
</summary>
<param name="Col"></param>
<param name="Offset"></param>
<returns>(Col.RGB + Offset) modulo 1</returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.Invert(System.Drawing.Color)">
<summary>
Function to get black or white, which ever has higher contrast to the input color, e.g. for text on colored backgrounds
</summary>
<param name="C">Input color</param>
<returns>Black or white in C# color format</returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.LerpRGBA(VVVV.Utils.VColor.RGBAColor,VVVV.Utils.VColor.RGBAColor,System.Double)">
<summary>
Linear interpolation (blending) between two colors
</summary>
<param name="Col1"></param>
<param name="Col2"></param>
<param name="x">Blending factor, 0..1</param>
<returns>Linear interpolation (blending) between Col1 and Col2 if x in the range ]0..1[, Col1 if x = 0, Col2 if x = 1</returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.BilerpRGBA(System.Double,System.Double,VVVV.Utils.VColor.RGBAColor,VVVV.Utils.VColor.RGBAColor,VVVV.Utils.VColor.RGBAColor,VVVV.Utils.VColor.RGBAColor)">
<summary>
2d linear interpolation in x and y direction for colors
</summary>
<param name="x">The x position where to interpolate, 0..1</param>
<param name="y">The y position where to interpolate, 0..1</param>
<param name="P1">Upper left color</param>
<param name="P2">Upper right color</param>
<param name="P3">Lower right color</param>
<param name="P4">Lower left color</param>
<returns>Interpolated color between the 4 colors in the corners</returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.Brightness(VVVV.Utils.VColor.RGBAColor)">
<summary>
Calculates the brighness of a color with the formula 0.222 * R + 0.707 * G + 0.071 * B
</summary>
<param name="C"></param>
<returns>Brightness value of the input color C</returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.HSLAToColor(System.Double,System.Double,System.Double,System.Double)">
<summary>
Get a C# color type from hue, saturation, lightness and alpha values
</summary>
<param name="H"></param>
<param name="S"></param>
<param name="L"></param>
<param name="A"></param>
<returns>C# Color in RGB format</returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.FromHSVA(System.Double,System.Double,System.Double,System.Double)">
<summary>
Get a color from hue, saturation, brightness and alpha values
</summary>
<param name="Hue"></param>
<param name="Saturation"></param>
<param name="Value"></param>
<param name="Alpha"></param>
<returns>Color in RGB format</returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.HSVtoRGB(System.Double,System.Double,System.Double,System.Double@,System.Double@,System.Double@)">
<summary>
Function to convert HSV values to RGB values
merged methods from EasyRGB (http://www.easyrgb.com/math.php?MATH=M21#text21)
and the book GRAPHICS GEMS
</summary>
<param name="H"></param>
<param name="S"></param>
<param name="V"></param>
<param name="Red">Output parameter, this variable gets filled with the red value</param>
<param name="Green">Output parameter, this variable gets filled with the green value</param>
<param name="Blue">Output parameter, this variable gets filled with the blue value</param>
</member>
<member name="M:VVVV.Utils.VColor.VColor.RGBtoHSV(System.Double,System.Double,System.Double,System.Double@,System.Double@,System.Double@)">
<summary>
Function to convert RGB values to HSV values
merged from http://www.easyrgb.com/math.php?MATH=M20#text20
and http://www.efg2.com/Lab/Graphics/Colors/HSV.htm
</summary>
<param name="R"></param>
<param name="G"></param>
<param name="B"></param>
<param name="Hue">Output parameter, this variable gets filled with the Hue value</param>
<param name="Sat">Output parameter, this variable gets filled with the Saturation value</param>
<param name="Value">Output parameter, this variable gets filled with the Brightness value</param>
<returns>false, if color is gray, hue has no defined value in that case</returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.HSLtoRGB(System.Double,System.Double,System.Double,System.Double@,System.Double@,System.Double@)">
<summary>
Computes RGB values from HSL values, found on:
http://www.geekymonkey.com/Programming/CSharp/RGB2HSL_HSL2RGB.htm
</summary>
<param name="H">Hue</param>
<param name="S">Saturation</param>
<param name="L">Lightness</param>
<param name="Red">Output parameter, gets filled with the red value</param>
<param name="Green">Output parameter, gets filled with the green value</param>
<param name="Blue">Output parameter, gets filled with the blue value</param>
</member>
<member name="M:VVVV.Utils.VColor.VColor.RGBtoHSL(System.Double,System.Double,System.Double,System.Double@,System.Double@,System.Double@)">
<summary>
Computes HSL values from RGB values, found on:
http://www.geekymonkey.com/Programming/CSharp/RGB2HSL_HSL2RGB.htm
</summary>
<param name="r">Red</param>
<param name="g">Green</param>
<param name="b">Blue</param>
<param name="h">Output parameter, gets filled with the hue value</param>
<param name="s">Output parameter, gets filled with the saturation value</param>
<param name="l">Output parameter, gets filled with the lightness value</param>
<returns>false, if color is gray, in that case hue is not defined</returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.Serialze(VVVV.Utils.VColor.RGBAColor)">
<summary>
Converts a RGBAColor to a string with semicolon separator
</summary>
<param name="col"></param>
<returns></returns>
</member>
<member name="M:VVVV.Utils.VColor.VColor.Deserialze(System.String)">
<summary>
Converts a string with 4 double values and semicolon separator to a RGBAColor
</summary>
<param name="col"></param>
<returns></returns>
</member>
<member name="T:VVVV.Utils.Concurrent.BlockingQueue`1">
<summary>
Implementation of BlockingQueue based on
http://stackoverflow.com/questions/530211/creating-a-blocking-queuet-in-net
</summary>
</member>
<member name="M:VVVV.Utils.Concurrent.BlockingQueue`1.Enqueue(`0)">
<summary>
Puts an item in the queue.
</summary>
</member>
<member name="M:VVVV.Utils.Concurrent.BlockingQueue`1.TryDequeue(`0@)">
<summary>
Takes an item from the queue. Blocks if no item is available.
Returns false if queue was closed.
</summary>
</member>
<member name="M:VVVV.Utils.Concurrent.BlockingQueue`1.Close">
<summary>
Wakes up all pending dequeues.
</summary>
</member>
<member name="P:VVVV.Utils.Concurrent.BlockingQueue`1.Count">
<summary>
Gets the number of elements contained in the queue.
</summary>
</member>
<member name="T:VVVV.Utils.Crypto.StringHasher">
<summary>
StringHasher.
</summary>
</member>
<member name="T:VVVV.Utils.Disposable">
<summary>
Implementation of IDisposable. Override the methods DisposeManaged or DisposeUnmanaged.
</summary>
</member>
<member name="T:VVVV.Utils.ManagedVCL.TopControl">
<summary>
Modified version of http://www.managed-vcl.com/downloads/ManagedVCLControl.zip
Added method ProcessKeyPreview to be able to forward keys like
HOME, INSERT and arrow keys.
Overwrite IsDialogKey to control application specific behavior.
</summary>
</member>
<member name="F:VVVV.Utils.ManagedVCL.TopControl.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:VVVV.Utils.ManagedVCL.TopControl.Dispose(System.Boolean)">
<summary>
Clean up any resources being used.
</summary>
</member>
<member name="M:VVVV.Utils.ManagedVCL.TopControl.InitializeComponent">
<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
<member name="T:VVVV.Utils.VMath.Matrix2x2">
<summary>
2x2 transform matrix struct with operators
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix2x2.a">
<summary>
The 1. data element of 1. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix2x2.b">
<summary>
The 2. data element of 1. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix2x2.c">
<summary>
The 1. data element of 2. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix2x2.d">
<summary>
The 2. data element of 2. row
</summary>
</member>
<member name="M:VVVV.Utils.VMath.Matrix2x2.#ctor(VVVV.Utils.VMath.Matrix2x2)">
<summary>
Copy constructor for the 2x2 matrix struct
</summary>
<param name="A">Matrix to be copied</param>
</member>
<member name="M:VVVV.Utils.VMath.Matrix2x2.#ctor(System.Double,System.Double,System.Double,System.Double)">
<summary>
Contructor for a 2x2 matrix from 4 float values, order is row major
</summary>
<param name="a"></param>
<param name="b"></param>
<param name="c"></param>
<param name="d"></param>
</member>
<member name="M:VVVV.Utils.VMath.Matrix2x2.#ctor(VVVV.Utils.VMath.Matrix4x4)">
<summary>
Copies the significant elements m11, m12, m21, m22 from the 4x4 matrix
</summary>
<param name="A"></param>
</member>
<member name="M:VVVV.Utils.VMath.Matrix2x2.op_Division(VVVV.Utils.VMath.Matrix2x2,System.Double)">
<summary>
matrix / value, divides all matrix components with a value
</summary>
<param name="A"></param>
<param name="v"></param>
<returns>New matrix with all components of A divided by v</returns>
</member>
<member name="M:VVVV.Utils.VMath.Matrix2x2.op_Addition(VVVV.Utils.VMath.Matrix2x2,VVVV.Utils.VMath.Matrix2x2)">
<summary>
matrix + matrix, adds the values of two matrices component wise
</summary>
<param name="A"></param>
<param name="B"></param>
<returns>New matrix with the pair wise sum of the components of A and B</returns>
</member>
<member name="M:VVVV.Utils.VMath.Matrix2x2.op_Multiply(VVVV.Utils.VMath.Matrix2x2,VVVV.Utils.VMath.Matrix2x2)">
<summary>
2d matrix multiplication
</summary>
</member>
<member name="M:VVVV.Utils.VMath.Matrix2x2.op_Multiply(VVVV.Utils.VMath.Matrix2x2,VVVV.Utils.VMath.Vector2D)">
<summary>
matrix * 2d vector, applies a matrix transform to a 2d-vector
</summary>
<param name="A"></param>
<param name="b"></param>
<returns>Vector b transformed by matrix A</returns>
</member>
<member name="M:VVVV.Utils.VMath.Matrix2x2.Transpose">
<summary>
Transpose this 2x2 matrix
</summary>
<returns>a, c, b, d</returns>
</member>
<member name="M:VVVV.Utils.VMath.Matrix2x2.Decompose(VVVV.Utils.VMath.Vector2D@,System.Double@)">
<summary>
Superfast 2d decomposition
</summary>
<param name="scale">Scale XY of the matrix</param>
<param name="rotate">Rotation of the matrix in radian</param>
</member>
<member name="T:VVVV.Utils.VMath.Matrix4x4">
<summary>
4x4 transform matrix struct with operators, much faster then matrix classes
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m11">
<summary>
The 1. data element of 1. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m12">
<summary>
The 2. data element of 1. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m13">
<summary>
The 3. data element of 1. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m14">
<summary>
The 4. data element of 1. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m21">
<summary>
The 1. data element of 2. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m22">
<summary>
The 2. data element of 2. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m23">
<summary>
The 3. data element of 2. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m24">
<summary>
The 4. data element of 2. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m31">
<summary>
The 1. data element of 3. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m32">
<summary>
The 2. data element of 3. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m33">
<summary>
The 3. data element of 3. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m34">
<summary>
The 4. data element of 3. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m41">
<summary>
The 1. data element of 4. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m42">
<summary>
The 2. data element of 4. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m43">
<summary>
The 3. data element of 4. row
</summary>
</member>
<member name="F:VVVV.Utils.VMath.Matrix4x4.m44">
<summary>
The 4. data element of 4. row
</summary>
</member>
<member name="M:VVVV.Utils.VMath.Matrix4x4.#ctor(VVVV.Utils.VMath.Matrix4x4)">
<summary>
Copy constructor for the 4x4 matrix struct
</summary>
<param name="A">Matrix to be copied</param>
</member>
<member name="M:VVVV.Utils.VMath.Matrix4x4.#ctor(VVVV.Utils.VMath.Vector4D,VVVV.Utils.VMath.Vector4D,VVVV.Utils.VMath.Vector4D,VVVV.Utils.VMath.Vector4D)">
<summary>
Contructor for a 4x4 matrix from four 4d-vectors, the vectors are treated as rows
</summary>
<param name="v1">1. row</param>
<param name="v2">2. row</param>
<param name="v3">3. row</param>
<param name="v4">4. row</param>
</member>
<member name="M:VVVV.Utils.VMath.Matrix4x4.#ctor(VVVV.Utils.VMath.Vector4D,VVVV.Utils.VMath.Vector4D,VVVV.Utils.VMath.Vector4D,VVVV.Utils.VMath.Vector4D,System.Boolean)">
<summary>
Contructor for a 4x4 matrix from four 4d-vectors, the vectors are treated as rows or columns depending on the boolean parameter
</summary>
<param name="v1"></param>
<param name="v2"></param>
<param name="v3"></param>
<param name="v4"></param>
<param name="columns">if true, the vectors are treated as columns, else as rows</param>
</member>
<member name="M:VVVV.Utils.VMath.Matrix4x4.#ctor(System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double)">
<summary>
Contructor for a 4x4 matrix from 16 float values, order is row major
</summary>
<param name="m11"></param>
<param name="m12"></param>
<param name="m13"></param>
<param name="m14"></param>
<param name="m21"></param>
<param name="m22"></param>
<param name="m23"></param>
<param name="m24"></param>
<param name="m31"></param>
<param name="m32"></param>
<param name="m33"></param>
<param name="m34"></param>
<param name="m41"></param>
<param name="m42"></param>
<param name="m43"></param>
<param name="m44"></param>
</member>
<member name="M:VVVV.Utils.VMath.Matrix4x4.#ctor(VVVV.Utils.VMath.Vector4D)">
<summary>
Contructor for a 4x4 matrix from a Vector4D v, given by the matrix representation of Quaternions into a Matrix4x4
( see http://en.wikipedia.org/wiki/Quaternion#Matrix_representations )
</summary>
<param name="v"></param>
</member>
<member name="P:VVVV.Utils.VMath.Matrix4x4.row1">
<summary>
Get/Set the 1. row as 4d-vector
</summary>
</member>
<member name="P:VVVV.Utils.VMath.Matrix4x4.row2">
<summary>
Get/Set the 2. row as 4d-vector
</summary>
</member>
<member name="P:VVVV.Utils.VMath.Matrix4x4.row3">
<summary>
Get/Set the 3. row as 4d-vector
</summary>
</member>
<member name="P:VVVV.Utils.VMath.Matrix4x4.row4">