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1.整合红外算法部分

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100 ändrade filer med 37309 tillägg och 0 borttagningar
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Assets/InfraredDemo/Scripts/InfraredDemo.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using SmartBowSDK;
+using InfraredManager;
+using ZIM;
+using SLAMUVC;
+using System;
+
+/// <summary>
+/// 红外 + 蓝牙的使用示例脚本
+/// </summary>
+public class InfraredDemo : MonoBehaviour
+{
+    public static InfraredDemo _ins;
+
+    public static double MapValue(double value, double originalMin, double originalMax, double targetMin, double targetMax)
+    {
+        // 线性插值公式
+        return targetMin + (value - originalMin) * (targetMax - targetMin) / (originalMax - originalMin);
+    }
+
+
+    private void Awake()
+    {
+        _ins = this;
+    }
+    void Start()
+    {
+        InitBluetoothModule();
+        InitInfraredCamera();
+    }
+
+    void Update()
+    {
+        UpdateBluetoothModule();
+        UpdateInfraredCamera();
+    }
+
+    #region 红外摄像
+    public static bool running { get => infraredCameraHelper != null; }
+    public static InfraredCameraHelper infraredCameraHelper { get; set; }
+
+    [SerializeField] RawImage _cameraRender;
+    [SerializeField] RawImage _imageScreenLocateManual;
+    [SerializeField] List<RectTransform> _crosshairsInCamera;
+
+    [SerializeField] Slider _sliderBrightness;
+    [SerializeField] Slider _sliderContrast;
+    [SerializeField] Slider _sliderShakeFilter;
+
+    [SerializeField] Button _btnReset;
+    [SerializeField] Button _btnScreenLocateManual;
+    [SerializeField] Button _btnScreenLocateManualAuto;
+
+    [SerializeField] Dropdown _dropdownResolution;
+
+    [SerializeField] Text _fpsText;
+    int frames;
+    float lastCheckTime;
+
+    //屏幕上ui的点
+    List<Vector2> _screenLocatePoints = new();
+    //屏幕内的点
+    List<Vector2> _locatePointList = new();
+
+    //public ParamFloatValue brightness = new ParamFloatValue("ic_brightness", 50.0f);
+    // public ParamFloatValue contrast = new ParamFloatValue("ic_contrast", 50.0f);
+    public ParamFloatValue shakeFilterValue = new ParamFloatValue("ic_shakeFilterValue2", 6.0f);
+    public ParamFloatValue resoution = new ParamFloatValue("ic_resoution2", 2);
+
+
+    string[] sliderNameArray = new string[]{
+        "亮度", //
+        "对比度"};
+
+    string[] sliderStrArray = new string[]{
+        "PU_BRIGHTNESS",
+        "PU_CONTRAST"};
+
+    UVCManager.CameraInfo currentCameraInfo;
+    void InitInfraredCamera()
+    {
+        //SDK创建
+        Vector2 saveResolution = GetResolution((int)resoution.Get());
+        infraredCameraHelper = InfraredCameraHelper.GetInstance();
+        infraredCameraHelper.Create((int)saveResolution.x, (int)saveResolution.y);
+
+        //位置更新
+        infraredCameraHelper.OnPositionUpdate += (Vector2 point) =>
+        {
+            Ray ray = Camera.main.ScreenPointToRay(point);
+            Vector3 rayEndPoint = ray.GetPoint(200);
+            Bow.Instance.transform.LookAt(rayEndPoint);
+        };
+        infraredCameraHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
+        {
+
+            if (currentCameraInfo != null) return;
+            currentCameraInfo = camera;
+            //生成控制摄像机的参数滑条
+            Debug.Log("初始化摄像机!");
+            //参数面板
+            for (int i = 0; i < sliderStrArray.Length; i++)
+            {
+                string typeStr = sliderStrArray[i];
+                UVCCtrlInfo _UVCCtrlInfo = camera.GetInfo(typeStr);
+                int _curValue = _UVCCtrlInfo.current;
+                //指定默认值
+                //5、UVC亮度 - 50
+                //6、UVC对比度 - 50
+                if (typeStr == "PU_BRIGHTNESS")
+                {
+                    _sliderBrightness.minValue = _UVCCtrlInfo.min;
+                    _sliderBrightness.maxValue = _UVCCtrlInfo.max;
+                    _sliderBrightness.wholeNumbers = true;
+                    SetBrightness(typeStr, _curValue);
+                    _sliderBrightness.onValueChanged.AddListener((newValue) =>
+                    {
+
+                        SetBrightness(typeStr, newValue);
+                    });
+                }
+                else if (typeStr == "PU_CONTRAST")
+                {
+                    _sliderContrast.minValue = _UVCCtrlInfo.min;
+                    _sliderContrast.maxValue = _UVCCtrlInfo.max;
+                    _sliderContrast.wholeNumbers = true;
+                    SetContrast(typeStr, _curValue);
+                    _sliderContrast.onValueChanged.AddListener((newValue) =>
+                    {
+                        SetContrast(typeStr, newValue);
+                    });
+                }
+            }
+            SetShakeFilterValue(shakeFilterValue.Get());
+            _sliderShakeFilter.onValueChanged.AddListener(SetShakeFilterValue);
+            //功能按钮
+            _btnReset.onClick.AddListener(OnClick_Reset);
+            _btnScreenLocateManual.onClick.AddListener(OnClick_ScreenLocateManual);
+            _btnScreenLocateManualAuto.onClick.AddListener(OnClick_ScreenLocateAuto);
+            //分辨率修改
+            _dropdownResolution.onValueChanged.AddListener(v =>
+            {
+                SetResolution(v);
+            });
+            //算法红外阈值
+            infraredCameraHelper.SetInfraredLocateBrightnessThreshold(0.8f);
+
+        };
+        //屏幕变化时候
+        infraredCameraHelper.OnUVCPosUpdate += (list) =>
+        {
+            Debug.Log("OnUVCPosUpdate");
+            SetLocatePointsToCameraRender(list, 1, 1);
+        };
+
+    }
+
+    void UpdateInfraredCamera()
+    {
+        if (infraredCameraHelper == null) return;
+
+        if (infraredCameraHelper.GetCameraTexture())
+        {
+            if (_cameraRender.texture == null || infraredCameraHelper.GetCameraTexture().GetNativeTexturePtr() != _cameraRender.texture.GetNativeTexturePtr())
+                _cameraRender.texture = infraredCameraHelper.GetCameraTexture();
+
+        }
+        //手动定位
+        if (infraredCameraHelper.IsScreenLocateManualDoing())
+        {
+            //引导提示
+            string tipText = "单击屏幕 左下角";
+            if (_screenLocatePoints.Count == 0) _locatePointList.Clear();
+            if (_screenLocatePoints.Count == 1) tipText = "单击屏幕 右下角";
+            if (_screenLocatePoints.Count == 2) tipText = "单击屏幕 右上角";
+            if (_screenLocatePoints.Count == 3) tipText = "单击屏幕 左上角";
+            _imageScreenLocateManual.transform.Find("Text").GetComponent<Text>().text = tipText;
+            //点击检测
+            if (Input.GetMouseButtonDown(0))
+            {
+                Vector2 mouse = Input.mousePosition;
+                float u = Mathf.Clamp01(mouse.x / Screen.width);
+                float v = Mathf.Clamp01(mouse.y / Screen.height);
+                u = Math.Clamp(u, 0, 1);
+                v = Math.Clamp(v, 0, 1);
+                _locatePointList.Add(new Vector2(u, v));
+                float texWidth = _imageScreenLocateManual.texture.width;
+                float texHeight = _imageScreenLocateManual.texture.height;
+                Vector2 texPoint = new Vector2(u * texWidth, v * texHeight);
+                _screenLocatePoints.Add(texPoint);
+            }
+            //定位点显示
+            Transform pointsTF = _imageScreenLocateManual.transform.Find("Points");
+            for (int i = 0; i < pointsTF.childCount; i++)
+            {
+                Transform pointTF = pointsTF.GetChild(i);
+                if (i < _screenLocatePoints.Count)
+                {
+                    float texWidth = _imageScreenLocateManual.texture.width;
+                    float texHeight = _imageScreenLocateManual.texture.height;
+                    Vector2 texSize = new Vector2(texWidth, texHeight);
+                    Vector2 pos = _screenLocatePoints[i];
+                    pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _imageScreenLocateManual.rectTransform.rect);
+                    pointTF.gameObject.SetActive(true);
+                }
+                else pointTF.gameObject.SetActive(false);
+            }
+            //完成定位
+            if (_screenLocatePoints.Count == 4)
+            {
+                _imageScreenLocateManual.gameObject.SetActive(false);
+                SetLocatePointsToCameraRender(_screenLocatePoints, _imageScreenLocateManual.texture.width, _imageScreenLocateManual.texture.height);
+                infraredCameraHelper.QuitScreenLocateManual(_locatePointList);
+            }
+        }
+        //在相机画面显示准心
+        if (ScreenLocate.Main)
+        {
+            var _sl = ScreenLocate.Main;
+            var buffer = _sl.infraredSpotBuffer;
+            if (buffer != null)
+            {
+                for (int i = 0; i < buffer.Length; i++)
+                {
+                    if (buffer[i].CameraLocation != null)
+                    {
+                        //添加一个偏移量,使得最后输出的准心是指向正中心
+                        Vector2 newPoint2 = _sl.GetOffsetCameraLocation(buffer[i].CameraLocation.Value);
+                        // 检测到光点 
+                        var pos = newPoint2.pixelToLocalPosition_AnchorCenter(_sl.mUVCCameraInfo.Size, _cameraRender.rectTransform.rect);
+                        _crosshairsInCamera[i].gameObject.SetActive(true);
+                        _crosshairsInCamera[i].anchoredPosition = pos;
+
+                    }
+                    else
+                        _crosshairsInCamera[i].gameObject.SetActive(false);
+                }
+            }
+        }
+        //性能检测
+        ++frames;
+        float timeNow = Time.realtimeSinceStartup;
+        const float UpdateInterval = 0.5f;
+        if (timeNow > lastCheckTime + UpdateInterval)
+        {
+            float fps = (float)(frames / (timeNow - lastCheckTime));
+            frames = 0;
+            lastCheckTime = timeNow;
+            _fpsText.text = "FPS:" + fps.ToString("f2");
+        }
+    }
+
+    public void SetLocatePointsToCameraRender(List<Vector2> points, float w, float h)
+    {
+        Transform pointsTF2 = _cameraRender.transform.Find("Points");
+
+        if (pointsTF2.childCount == points.Count)
+        {
+            Vector2 texSize = new Vector2(w, h);
+            for (int i = 0; i < pointsTF2.childCount; i++)
+            {
+                Transform pointTF = pointsTF2.GetChild(i);
+                Vector2 pos = points[i];
+                pointTF.localPosition = pos.pixelToLocalPosition_AnchorCenter(texSize, _cameraRender.rectTransform.rect);
+                pointTF.gameObject.SetActive(true);
+            }
+        }
+    }
+    /// <summary>
+    /// 亮度
+    /// </summary>
+    /// <param name="typeStr"></param>
+    /// <param name="v"></param>
+    void SetBrightness(string typeStr, float v)
+    {
+        var _value = Mathf.FloorToInt(v);
+        currentCameraInfo.SetValue(typeStr, _value);
+        //brightness.Set(v);
+        _sliderBrightness.SetValueWithoutNotify(v);
+        _sliderBrightness.transform.Find("Value").GetComponent<Text>().text = v.ToString("f1");
+    }
+    /// <summary>
+    ///  对比度
+    /// </summary>
+    /// <param name="typeStr"></param>
+    /// <param name="v"></param>
+    void SetContrast(string typeStr, float v)
+    {
+        var _value = Mathf.FloorToInt(v);
+        currentCameraInfo.SetValue(typeStr, _value);
+        //contrast.Set(v);
+        _sliderContrast.SetValueWithoutNotify(v);
+        _sliderContrast.transform.Find("Value").GetComponent<Text>().text = v.ToString("f1");
+    }
+    void SetShakeFilterValue(float v)
+    {
+        shakeFilterValue.Set(v);
+        _sliderShakeFilter.SetValueWithoutNotify(shakeFilterValue.Get());
+        _sliderShakeFilter.transform.Find("Value").GetComponent<Text>().text = shakeFilterValue.Get().ToString("f1");
+        InfraredCameraHelper.GetInstance().SetShakeFilterValue(shakeFilterValue.Get());
+    }
+    void SetResolution(int optionIndex)
+    {
+        resoution.Set(optionIndex);
+        _dropdownResolution.SetValueWithoutNotify(optionIndex);
+        switch (optionIndex)
+        {
+            case 0:
+                infraredCameraHelper.SetCameraResolutionNew(1280, 720);
+                break;
+            case 1:
+                infraredCameraHelper.SetCameraResolutionNew(640, 360);
+                break;
+            case 2:
+                infraredCameraHelper.SetCameraResolutionNew(320, 240);
+                break;
+            case 3:
+                infraredCameraHelper.SetCameraResolutionNew(160, 120);
+                break;
+        }
+    }
+    Vector2 GetResolution(int optionIndex)
+    {
+        _dropdownResolution.SetValueWithoutNotify(optionIndex);
+        Vector2 vect = new Vector2(320, 240);
+        switch (optionIndex)
+        {
+            case 0:
+                vect = new Vector2(1280, 720);
+                break;
+            case 1:
+                vect = new Vector2(640, 360);
+                break;
+            case 2:
+                vect = new Vector2(320, 240);
+                break;
+            case 3:
+                vect = new Vector2(160, 120);
+                break;
+        }
+        return vect;
+    }
+    void OnClick_Reset()
+    {
+        SetBrightness("PU_BRIGHTNESS", 50);
+        SetContrast("PU_CONTRAST", 50);
+        SetShakeFilterValue(6);
+    }
+    void OnClick_ScreenLocateManual()
+    {
+        if (infraredCameraHelper.IsScreenLocateManualDoing()) return;
+        Texture2D texture2D = infraredCameraHelper.EnterScreenLocateManual();
+        if (texture2D == null)
+        {
+            infraredCameraHelper.QuitScreenLocateManual(null);
+            return;
+        }
+        _imageScreenLocateManual.texture = texture2D;
+        //_imageScreenLocateManual.material = infraredCameraHelper.GetCameraMaterial();
+        _screenLocatePoints.Clear();
+        _imageScreenLocateManual.gameObject.SetActive(true);
+    }
+
+    void OnClick_ScreenLocateAuto()
+    {
+        infraredCameraHelper.EnterScreenLocateManualAuto();
+    }
+    public void OnClick_SetAdjustPointsOffset()
+    {
+        var _sl = ScreenLocate.Main;
+        var buffer = _sl.infraredSpotBuffer;
+        if (buffer != null)
+        {
+            for (int i = 0; i < buffer.Length; i++)
+            {
+                if (buffer[i].CameraLocation != null)
+                {
+                    Debug.Log("CameraLocation:" + buffer[i].CameraLocation.Value);
+                    var centerOffset = infraredCameraHelper.GetCenterOffset(buffer[i].CameraLocation.Value, "CameraLocation");
+                    Debug.Log("CenterOffset: " + centerOffset);
+                    var uvCenterOffset = infraredCameraHelper.GetCenterOffset(buffer[i].ScreenUV.Value, "ScreenUV");
+                    Debug.Log("UvCenterOffset: " + uvCenterOffset);
+                }
+            }
+        }
+
+
+    }
+    #endregion
+
+    #region 蓝牙模块
+    [SerializeField] Button _btnConnect;
+    [SerializeField] Text _textMacAddress;
+    [SerializeField] Text _textBattery;
+    void InitBluetoothModule()
+    {
+        SmartBowHelper.GetInstance().OnBluetoothModuleInited += OnBluetoothModuleInited;
+        SmartBowHelper.GetInstance().OnBluetoothError += OnBluetoothError;
+        SmartBowHelper.GetInstance().OnShooting += OnShooting;
+        _btnConnect.onClick.AddListener(OnClick_Connect);
+    }
+    void UpdateBluetoothModule()
+    {
+        //更新显示蓝牙状态
+        BluetoothStatusEnum bluetoothStatus = SmartBowHelper.GetInstance().GetBluetoothStatus();
+        Text btnConnectText = _btnConnect.GetComponentInChildren<Text>();
+        if (bluetoothStatus == BluetoothStatusEnum.None) btnConnectText.text = "<color=blue>未连接</color>(点击连接)";
+        if (bluetoothStatus == BluetoothStatusEnum.Connecting) btnConnectText.text = "<color=#FF670D>连接中</color>";
+        if (bluetoothStatus == BluetoothStatusEnum.Connected)
+        {
+            if (SmartBowHelper.GetInstance().IsBluetoothModuleInited()) btnConnectText.text = "<color=green>已连接</color>(点击断开)";
+            else btnConnectText.text = "<color=green>已连接</color><color=blue>(正在初始化)</color>";
+        }
+        //更新显示电量
+        int battery = SmartBowHelper.GetInstance().GetBattery();
+        _textBattery.text = battery > 0 ? $"电量值:{battery}" : "未获得电量值";
+        //更新显示Mac地址
+        string macAddress = SmartBowHelper.GetInstance().GetMacAddress();
+        _textMacAddress.text = macAddress != null ? $"Mac地址:{macAddress}" : "未获得Mac地址";
+    }
+    void OnBluetoothModuleInited()
+    {
+
+        SmartBowHelper.GetInstance().StartRotationSensor();
+        SmartBowHelper.GetInstance().StartShootingSensor();
+    }
+    void OnBluetoothError(BluetoothError error, string message)
+    {
+        Debug.Log("OnBluetoothError:" + error);
+        if (error == BluetoothError.ScanNotFoundTargetDevice)
+        {
+            TipText.Show("连接失败,未发现目标设备!");
+            return;
+        }
+        TipText.Show(message);
+    }
+    void OnShooting(float speed)
+    {
+        Bow.Instance.Shoot();
+    }
+    void OnClick_Connect()
+    {
+        if (SmartBowHelper.GetInstance().GetBluetoothStatus() == BluetoothStatusEnum.Connecting) return;
+        if (SmartBowHelper.GetInstance().GetBluetoothStatus() == BluetoothStatusEnum.None)
+        {
+            SmartBowHelper.GetInstance().Connect("test", 1);
+            return;
+        }
+        if (SmartBowHelper.GetInstance().GetBluetoothStatus() == BluetoothStatusEnum.Connected)
+        {
+            SmartBowHelper.GetInstance().Disconnect();
+            return;
+        }
+    }
+    #endregion
+}
+public class ParamFloatValue
+{
+    private string _saveKey;
+    private float _valueDefault;
+    private bool _valueLoaded;
+    private float _value;
+    public ParamFloatValue(string saveKey, float valueDefault)
+    {
+        _saveKey = saveKey;
+        _valueDefault = valueDefault;
+    }
+    public float Get()
+    {
+        if (!_valueLoaded) _value = PlayerPrefs.GetFloat(_saveKey, _valueDefault);
+        return _value;
+    }
+    public void Set(float value)
+    {
+        _value = value;
+        PlayerPrefs.SetFloat(_saveKey, _value);
+        PlayerPrefs.Save();
+    }
+}

+ 11 - 0
Assets/InfraredDemo/Scripts/InfraredDemo.cs.meta

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+ 86 - 0
Assets/InfraredDemo/Scripts/MaintainAspectRatio.cs

@@ -0,0 +1,86 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+[RequireComponent(typeof(RawImage))]
+public class MaintainAspectRatio : MonoBehaviour
+{
+    //None: 不调整图片大小,使用原始大小。
+    //FitInParent: 按比例缩放图片以适应固定尺寸的框。
+    //EnvelopeParent: 按比例缩放图片以覆盖固定尺寸的框。
+    public enum AspectMode
+    {
+        None,
+        FitInParent,
+        EnvelopeParent
+    }
+
+    public AspectMode aspectMode = AspectMode.None;
+    private RawImage rawImage;
+    private RectTransform parentRectTransform;
+
+    void Start()
+    {
+        rawImage = GetComponent<RawImage>();
+        parentRectTransform = transform.parent.GetComponent<RectTransform>();
+        //AdjustSize();
+    }
+
+    void Update()
+    {
+        // 在每帧更新时检查并调整大小
+        //AdjustSize();
+    }
+
+    public void AdjustSize()
+    {
+        if (parentRectTransform == null) return;
+
+        if (rawImage.texture == null) return;
+
+        Vector2 fixedSize = parentRectTransform.rect.size;
+        float imageAspect = (float)rawImage.texture.width / rawImage.texture.height;
+        float targetAspect = fixedSize.x / fixedSize.y;
+
+        RectTransform rt = rawImage.GetComponent<RectTransform>();
+
+        switch (aspectMode)
+        {
+            case AspectMode.FitInParent:
+                if (imageAspect > targetAspect)
+                {
+                    // 图片更宽
+                    rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, fixedSize.x);
+                    rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, fixedSize.x / imageAspect);
+                }
+                else
+                {
+                    // 图片更高
+                    rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, fixedSize.y);
+                    rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, fixedSize.y * imageAspect);
+                }
+                break;
+
+            case AspectMode.EnvelopeParent:
+                if (imageAspect > targetAspect)
+                {
+                    // 图片更宽
+                    rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, fixedSize.y);
+                    rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, fixedSize.y * imageAspect);
+                }
+                else
+                {
+                    // 图片更高
+                    rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, fixedSize.x);
+                    rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, fixedSize.x / imageAspect);
+                }
+                break;
+
+            case AspectMode.None:
+            default:
+                // 原始图片大小
+                rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, rawImage.texture.width);
+                rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, rawImage.texture.height);
+                break;
+        }
+    }
+}

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Assets/InfraredProject/InfraredCamera/Effect/BrightnessSaturationContrastShader.shader

@@ -0,0 +1,40 @@
+Shader "MyShader/BrightnessSaturationContrast" { // 调整亮度、饱和度、对比度
+    Properties{
+        _MainTex("Base (RGB)", 2D) = "white" {} // 主纹理
+        _Brightness("Brightness", Float) = 1 // 亮度
+        _Saturation("Saturation", Float) = 1 // 饱和度
+        _Contrast("Contrast", Float) = 1 // 对比度
+    }
+
+        SubShader{
+            Pass {
+                // 深度测试始终通过, 关闭深度写入
+                ZTest Always ZWrite Off
+
+                CGPROGRAM
+                #pragma vertex vert_img // 使用内置的vert_img顶点着色器
+                #pragma fragment frag 
+                #include "UnityCG.cginc"
+
+                sampler2D _MainTex; // 主纹理
+                half _Brightness; // 亮度
+                half _Saturation; // 饱和度
+                half _Contrast; // 对比度
+
+                fixed4 frag(v2f_img i) : SV_Target { // v2f_img为内置结构体, 里面只包含pos和uv
+                    fixed4 tex = tex2D(_MainTex, i.uv); // 纹理采样
+                    fixed3 finalColor = tex.rgb * _Brightness; // 应用亮度_Brightness
+                    fixed luminance = 0.2125 * tex.r + 0.7154 * tex.g + 0.0721 * tex.b; // 计算亮度
+                    fixed3 luminanceColor = fixed3(luminance, luminance, luminance); // 饱和度为0、亮度为luminance的颜色
+                    finalColor = lerp(luminanceColor, finalColor, _Saturation); // 应用饱和度_Saturation
+                    fixed3 avgColor = fixed3(0.5, 0.5, 0.5); // 饱和度为0、亮度为0.5的颜色
+                    finalColor = lerp(avgColor, finalColor, _Contrast); // 应用对比度_Contrast
+                    return fixed4(finalColor, tex.a);
+                }
+
+                ENDCG
+            }
+        }
+
+            Fallback Off
+}

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Assets/InfraredProject/InfraredCamera/Effect/EasyImageEffectShader.shader

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+Shader "MyShader/EasyImageEffectShader"
+{
+    Properties
+    {
+        _MainTex("Texture", 2D) = "white" {}
+        _Brightness("Brightness", Range(0,10)) = 1
+        _Saturation("Saturation", Range(0,10)) = 1
+        _Contrast("Contrast", Range(0,10)) = 1
+    }
+        SubShader
+        {
+            Tags { "RenderType" = "Opaque" }
+            LOD 100
+
+            Pass
+            {
+                CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+
+                #include "UnityCG.cginc"
+
+                struct appdata
+                {
+                    float4 vertex : POSITION;
+                    float2 uv : TEXCOORD0;
+                };
+
+                struct v2f
+                {
+                    float2 uv : TEXCOORD0;
+                    float4 vertex : SV_POSITION;
+                };
+
+                sampler2D _MainTex;
+                float4 _MainTex_ST;
+
+                fixed _Brightness;
+                fixed _Saturation;
+                fixed _Contrast;
+
+                v2f vert(appdata v)
+                {
+                    v2f o;
+                    o.vertex = UnityObjectToClipPos(v.vertex);
+                    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+                    return o;
+                }
+
+                fixed4 frag(v2f i) : SV_Target
+                {
+                    fixed4 col = tex2D(_MainTex, i.uv);
+                //brigtness亮度
+                fixed3 finalColor = col * _Brightness;
+                //saturation调整饱和度
+                fixed gray = 0.2125 * col.r + 0.7154 * col.g + 0.0721 * col.b;
+                fixed3 grayColor = fixed3(gray, gray, gray);
+                finalColor = lerp(grayColor, finalColor, _Saturation);
+                //contrast调整对比度
+                fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
+                finalColor = lerp(avgColor, finalColor, _Contrast);
+                return fixed4(finalColor, col.a);
+            }
+            ENDCG
+        }
+        }
+}

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Assets/InfraredProject/InfraredCamera/Scripts/InfraredCameraHelper.cs

@@ -0,0 +1,371 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+using SLAMUVC;
+using UnityEngine.UI;
+using SmartBowSDK;
+
+namespace InfraredManager
+{
+    public class InfraredCameraHelper
+    {
+        #region 单例
+        private static InfraredCameraHelper _Instance;
+        public static InfraredCameraHelper GetInstance()
+        {
+            if (_Instance == null) _Instance = new();
+            return _Instance;
+        }
+        #endregion
+
+        #region 创建销毁
+        private GameObject _managerObject;
+        private ScreenLocate _screenLocate;
+        private UVCManager _uvcManager;
+
+        public static List<RawImage> InfraredCameraHelperRawImageList = new();
+        public void Create(int defWidth = 320, int defHeight = 240)
+        {
+            if (_managerObject) return;
+            string prefabName = "WebCameraView";
+            var o = UnityEngine.Object.Instantiate(Resources.Load<GameObject>(prefabName));
+
+            UnityEngine.Object.DontDestroyOnLoad(o);
+            o.name = prefabName;
+            _screenLocate = o.GetComponent<ScreenLocate>();
+            _screenLocate.InfraredCameraHelper = this;
+            _uvcManager = o.GetComponent<UVCManager>();
+            _uvcManager.startUVCManager.AddListener(_screenLocate.UVCIsReady);
+            _uvcManager.updateUVCManager.AddListener(_screenLocate.UVCUpdate);
+            _uvcManager.DefaultWidth = defWidth;
+            _uvcManager.DefaultHeight = defHeight;
+            Debug.Log("InitUVCManagerCamera 初始化相机,size:[" + _uvcManager.DefaultWidth + "," + _uvcManager.DefaultHeight + "]");
+            _managerObject = o;
+            if (Application.platform == RuntimePlatform.Android) Application.targetFrameRate = 60;
+        }
+
+        /// <summary>
+        /// 在pc里面创建此预制
+        /// </summary>
+        public void CreateToPc()
+        {
+            if (_managerObject) return;
+            string prefabName = "WebCameraView_Pc";
+            var o = UnityEngine.Object.Instantiate(Resources.Load<GameObject>(prefabName));
+            UnityEngine.Object.DontDestroyOnLoad(o);
+            o.name = "WebCameraView";
+            _screenLocate = o.GetComponent<ScreenLocate>();
+            _screenLocate.InfraredCameraHelper = this;
+            _uvcManager = o.GetComponent<UVCManager>();
+            _managerObject = o;
+        }
+
+        public void Dispose()
+        {
+            if (_managerObject) UnityEngine.Object.DestroyImmediate(_managerObject);
+            if (_Instance == this) _Instance = null;
+        }
+        #endregion
+
+        #region 画面接口
+        public void onStartPreview()
+        {
+            _uvcManager.onStartPreview();
+        }
+        public void onStopPreview()
+        {
+            _uvcManager.onStopPreview();
+        }
+        /// <summary>
+        /// 获取摄像机对象CameraInfo
+        /// </summary>
+        public UVCManager.CameraInfo GetUVCCameraInfo()
+        {
+            return _screenLocate.mUVCCameraInfo;
+        }
+        /// <summary>
+        /// 获取相机画面贴图
+        /// </summary>
+        public Texture GetCameraTexture()
+        {
+            return _screenLocate.getUVCTexture; //_screenLocate.rawImage.texture;
+        }
+        /// <summary>
+        /// 获取相机画面材质
+        /// </summary>
+        public Material GetCameraMaterial()
+        {
+            return null;//_screenLocate.rawImage.material;
+        }
+        /// <summary>
+        /// 设置亮度(-1~1)
+        /// </summary>
+        public void SetBrightness(float value)
+        {
+            //_screenLocate.rawImage.material.SetFloat("_Brightness", value);
+            _screenLocate.pcBrightness = value;
+        }
+        /// <summary>
+        /// 获取亮度(-1~1)
+        /// </summary>
+        public float GetBrightness()
+        {
+            return _screenLocate.pcBrightness;// _screenLocate.rawImage.material.GetFloat("_Brightness");
+        }
+        /// <summary>
+        /// 设置对比度(-1~1)
+        /// </summary>
+        public void SetContrast(float value)
+        {
+            // _screenLocate.rawImage.material.SetFloat("_Contrast", value);
+            _screenLocate.pcContrast = value;
+        }
+        /// <summary>
+        /// 获取对比度(-1~1)
+        /// </summary>
+        public float GetContrast()
+        {
+            return _screenLocate.pcContrast;//_screenLocate.rawImage.material.GetFloat("_Contrast");
+        }
+        /// <summary>
+        /// 设置相机画面分辨率
+        /// </summary>
+        public void SetCameraResolution(int width, int height)
+        {
+            if (_uvcManager)
+            {
+                _uvcManager.DefaultWidth = width;
+                _uvcManager.DefaultHeight = height;
+            }
+
+            Debug.Log("[InfraredCameraHelper]设置分辨率 SetCameraResolution,width:" + width + " ,height:" + height);
+        }
+        /// <summary>
+        /// 设置相机画面分辨率
+        /// </summary>
+        public void SetCameraResolutionNew(int width, int height)
+        {
+            Debug.Log("[InfraredCameraHelper]设置分辨率 SetCameraResolutionNew,width:" + width + " ,height:" + height);
+            _screenLocate.Resize(width, height);
+        }
+
+        /// <summary>
+        /// 设置default分辨率
+        /// </summary>
+        public void SetHighCameraResolution()
+        {
+            Vector2 _highResolution = _screenLocate.mUVCCameraInfo.CurrentHighResolution;
+            _screenLocate.Resize((int)_highResolution.x, (int)_highResolution.y);
+        }
+        /// <summary>
+        /// 设置Low分辨率
+        /// </summary>
+        public void SetLowCameraResolution()
+        {
+            Vector2 _lowResolution = _screenLocate.mUVCCameraInfo.CurrentLowResolution;
+            _screenLocate.Resize((int)_lowResolution.x, (int)_lowResolution.y);
+        }
+        #endregion
+
+        #region 操作接口
+        /// <summary>
+        /// 单点模式开关
+        /// </summary>
+        public void SetSinglePoint(bool value)
+        {
+            _screenLocate.bSinglePoint = value;
+        }
+        /// <summary>
+        /// 是否为单点模式
+        /// </summary>
+        public bool IsSinglePoint()
+        {
+            return _screenLocate.bSinglePoint;
+        }
+        /// <summary>
+        /// 设置抖动过滤值
+        /// </summary>
+        public void SetShakeFilterValue(float value)
+        {
+            _screenLocate.filterDis = value;
+        }
+        /// <summary>
+        /// 获取抖动过滤值
+        /// </summary>
+        public float GetShakeFilterValue()
+        {
+            return _screenLocate.filterDis;
+        }
+        /// <summary>
+        /// 设置亮度过滤阈值
+        /// </summary>
+        public void SetInfraredLocateBrightnessThreshold(float value)
+        {
+            _screenLocate.SetInfraredLocateBrightnessThreshold(value);
+        }
+        /// <summary>
+        /// 是否已经定位
+        /// </summary>
+        public bool IsScreenLoateOK()
+        {
+            return _screenLocate.IsScreenLoateOK();
+        }
+        /// <summary>
+        /// 是否正在手动定位
+        /// </summary>
+        public bool IsScreenLocateManualDoing()
+        {
+            return _screenLocate.IsScreenLocateManualDoing();
+        }
+        /// <summary>
+        /// 进入手动定位
+        /// </summary>
+        /// <returns>相机画面截图</returns>
+        public Texture2D EnterScreenLocateManual()
+        {
+            return _screenLocate.EnterScreenLocateManual();
+        }
+        /// <summary>
+        /// 退出/完成手动定位
+        /// </summary>
+        /// <param name="points">定位点(左下、右下、右上、左上)</param>
+        public void QuitScreenLocateManual(List<Vector2> points)
+        {
+            _screenLocate.QuitScreenLocateManual(points);
+        }
+        /// <summary>
+        /// 获取中心点偏移量
+        /// </summary>
+        /// <param name="inputPoint"></param>
+        /// <param name="type"> CameraLocation , ScreenUV</param>
+        /// <returns></returns>
+        public Vector2 GetCenterOffset(Vector2 inputPoint, string type = "CameraLocation")
+        {
+            // 获取偏移量
+            return _screenLocate.AdjustPointsOffset(inputPoint, type);
+        }
+        /// <summary>
+        /// 初始化一次本地的记录点
+        /// </summary>
+        public void InitScreenLocateManual()
+        {
+
+            //获取本地记录的点
+            if (ScreenLocate.GetScreenLocateVectorList())
+            {
+                Debug.Log("[初始化本地坐标]:" + _screenLocate.PrintVector2List(ScreenLocate.quadUnityVectorList));
+                //使用算法顺序点来设置屏幕四边形,定位点(左下,右下,左上,右上)
+                _screenLocate.QuadUnityVectorListToScreenQuad(ScreenLocate.quadUnityVectorList);
+               // _screenLocate.SyncInfraredDemo();
+                InvokeOnUVCPosUpdate(ScreenLocate.quadUnityVectorList);
+            }
+        }
+
+        /// <summary>
+        /// 进入自动定位
+        /// </summary>
+        public void EnterScreenLocateManualAuto()
+        {
+            _screenLocate.EnterScreenLocateManualAuto();
+        }
+        /// <summary>
+        /// 修改 Capture ,建议值30
+        /// </summary>
+        public void SetCapture(int value)
+        {
+            _screenLocate.SetCapture(value);
+        }
+        /// <summary>
+        /// 修改delay,建议值30
+        /// </summary>
+        public void SetDelay(int value)
+        {
+            _screenLocate.SetDelay(value);
+        }
+        #endregion
+
+        #region 监听事件
+        /// <summary>
+        /// UVC 相机准备事件
+        /// </summary>
+        public OnUVCIsReadyEvent OnUVCIsReady;
+        public delegate void OnUVCIsReadyEvent(UVCManager.CameraInfo camera);
+        public void InvokeOnUVCIsReady(UVCManager.CameraInfo camera)
+        {
+            try
+            {
+                OnUVCIsReady?.Invoke(camera);
+            }
+            catch (Exception e)
+            {
+                Debug.LogError(e);
+            }
+        }
+        /// <summary>
+        /// UVC 相机更新事件
+        /// </summary>
+        public OnUVCIsUpdateEvent OnUVCIsUpdate;
+        public delegate void OnUVCIsUpdateEvent();
+        public void InvokeOnUVCIsUpdate()
+        {
+            try
+            {
+                OnUVCIsUpdate?.Invoke();
+            }
+            catch (Exception e)
+            {
+                Debug.LogError(e);
+            }
+        }
+        /// <summary>
+        /// UVC 定位点更新事件
+        /// </summary>
+        public OnUVCPosUpdateEvent OnUVCPosUpdate;
+        public delegate void OnUVCPosUpdateEvent(List<Vector2> list);
+        public void InvokeOnUVCPosUpdate(List<Vector2> list)
+        {
+            try
+            {
+                OnUVCPosUpdate?.Invoke(list);
+            }
+            catch (Exception e)
+            {
+                Debug.LogError(e);
+            }
+        }
+        /// <summary>
+        /// 单点更新事件
+        /// </summary>
+        public OnPositionUpdateEvent OnPositionUpdate;
+        public delegate void OnPositionUpdateEvent(Vector2 position);
+        public void InvokeOnPositionUpdate(Vector2 position)
+        {
+            try
+            {
+                OnPositionUpdate?.Invoke(position);
+            }
+            catch (Exception e)
+            {
+                Debug.LogError(e);
+            }
+        }
+        /// <summary>
+        /// 双点更新事件
+        /// </summary>
+        public OnPositionUpdate2Event OnPositionUpdate2;
+        public delegate void OnPositionUpdate2Event(Vector2 position, int index);
+        public void InvokeOnPositionUpdate2(Vector2 position, int index)
+        {
+            try
+            {
+                OnPositionUpdate2?.Invoke(position, index);
+            }
+            catch (Exception e)
+            {
+                Debug.LogError(e);
+            }
+        }
+        #endregion
+    }
+}

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Assets/InfraredProject/InfraredCamera/Scripts/InfraredCameraHelper.cs.meta

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+ 125 - 0
Assets/InfraredProject/InfraredCamera/Scripts/ScreenLocate.cs

@@ -0,0 +1,125 @@
+using System.Collections.Generic;
+using UnityEngine;
+using ZIM;
+using ZIM.Unity;
+
+/// <summary>
+/// JC-补充接口
+/// </summary>
+public partial class ScreenLocate : MonoBehaviour
+{
+    public bool IsScreenLoateOK()
+    {
+        return screenIdentification != null &&
+            screenIdentification.Screen != null &&
+            screenIdentification.Screen.Active;
+    }
+    public bool IsScreenLocateManualDoing()
+    {
+        return mode == Mode.ScreenLocateManual;
+    }
+    public Texture2D EnterScreenLocateManual()
+    {
+        CreateUVCTexture2DIfNeeded();
+        Texture2D texture = mUVCTexture2D.zimAutoLight(0);
+        mode = Mode.ScreenLocateManual;
+        return texture;
+    }
+
+    /// <summary>
+    /// 屏幕定位时候的实际点转换成算法里面的点
+    /// 左下、右下、右上、左上 => 左下,右下,左上,右上 (算法)
+    /// </summary>
+    /// <param name="points"></param>
+    public void QuitScreenLocateManual(List<Vector2> points)
+    {
+        if (points != null && points.Count == 4)
+        {
+            var size = getUVCCameraInfoSize;
+            Debug.Log("QuitScreenLocateManual Size:" + size);
+            screenIdentification?.SetScreenQuad(
+                new QuadrilateralInCamera(
+                    new o0.Geometry2D.Float.Vector(points[0].x * size.x, points[0].y * size.y),
+                    new o0.Geometry2D.Float.Vector(points[1].x * size.x, points[1].y * size.y),
+                    new o0.Geometry2D.Float.Vector(points[3].x * size.x, points[3].y * size.y),
+                    new o0.Geometry2D.Float.Vector(points[2].x * size.x, points[2].y * size.y),
+                    size.o0Vector()
+                )
+            );
+        }
+        ToMode(Mode.InfraredLocate);
+    }
+    /// <summary>
+    /// 传入算法对应的点来设置算法屏幕四边形
+    /// </summary>
+    /// <param name="points"></param>
+    public void QuadUnityVectorListToScreenQuad(List<Vector2> points)
+    {
+        if (points != null && points.Count == 4)
+        {
+            var size = getUVCCameraInfoSize;
+            screenIdentification?.SetScreenQuad(
+                new QuadrilateralInCamera(
+                    new o0.Geometry2D.Float.Vector(points[0].x * size.x, points[0].y * size.y),
+                    new o0.Geometry2D.Float.Vector(points[1].x * size.x, points[1].y * size.y),
+                    new o0.Geometry2D.Float.Vector(points[2].x * size.x, points[2].y * size.y),
+                    new o0.Geometry2D.Float.Vector(points[3].x * size.x, points[3].y * size.y),
+                    size.o0Vector()
+                )
+            );
+        }
+        ToMode(Mode.InfraredLocate);
+    }
+    /// <summary>
+    /// 自动校准
+    /// </summary>
+    public void EnterScreenLocateManualAuto()
+    {
+        //自动定位时候,清除一下记录的点
+        quadUnityVectorList.Clear();
+        InfraredCameraHelper?.InvokeOnUVCPosUpdate(quadUnityVectorList);
+        BtnScreenLocate();
+    }
+    /// <summary>
+    /// 设置Capture值,测试用
+    /// </summary>
+    /// <param name="value"></param>
+    public void SetCapture(int value)
+    {
+        Capture = value;
+    }
+    /// <summary>
+    /// 设置Delay值,测试用
+    /// </summary>
+    /// <param name="value"></param>
+    public void SetDelay(int value)
+    {
+        Delay = value;
+    }
+
+    /// <summary>
+    /// 校准点位置同步到[调试面板]
+    /// </summary>
+    public void SyncInfraredDemo()
+    {
+        if (quadUnityVectorList.Count == 0) return;
+        // Vector2 texSize = getUVCCameraInfoSize;
+        Debug.Log("[ScreenLocate] SyncInfraredDemo : " + PrintVector2List(quadUnityVectorList));
+        //同步到infaredDemo
+        //FindObjectOfType<InfraredDemo>()?.SetLocatePointsToCameraRender(
+        //    quadUnityVectorList,
+        //    1,
+        //    1);
+
+    }
+
+    /// <summary>
+    /// 校准点位置同步到[手动校准页面]
+    /// </summary>
+    public void SyncInfraredScreenPositioningView()
+    {
+        if (quadUnityVectorList.Count == 0) return;
+        //同步位置
+        //FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
+    }
+}

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Assets/InfraredProject/Packages/System.Numerics.Vectors.4.5.0/LICENSE.TXT

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+The MIT License (MIT)
+
+Copyright (c) .NET Foundation and Contributors
+
+All rights reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.

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BIN
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+ 309 - 0
Assets/InfraredProject/Packages/System.Numerics.Vectors.4.5.0/THIRD-PARTY-NOTICES.TXT

@@ -0,0 +1,309 @@
+.NET Core uses third-party libraries or other resources that may be
+distributed under licenses different than the .NET Core software.
+
+In the event that we accidentally failed to list a required notice, please
+bring it to our attention. Post an issue or email us:
+
+           dotnet@microsoft.com
+
+The attached notices are provided for information only.
+
+License notice for Slicing-by-8 
+-------------------------------
+
+http://sourceforge.net/projects/slicing-by-8/
+
+Copyright (c) 2004-2006 Intel Corporation - All Rights Reserved
+
+
+This software program is licensed subject to the BSD License,  available at
+http://www.opensource.org/licenses/bsd-license.html.
+
+
+License notice for Unicode data
+-------------------------------
+
+http://www.unicode.org/copyright.html#License
+
+Copyright © 1991-2017 Unicode, Inc. All rights reserved.
+Distributed under the Terms of Use in http://www.unicode.org/copyright.html.
+
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Unicode data files and any associated documentation
+(the "Data Files") or Unicode software and any associated documentation
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+the Data Files or Software, and to permit persons to whom the Data Files
+or Software are furnished to do so, provided that either
+(a) this copyright and permission notice appear with all copies
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+IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS INCLUDED IN THIS
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+Except as contained in this notice, the name of a copyright holder
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+
+License notice for Zlib 
+-----------------------
+
+https://github.com/madler/zlib
+http://zlib.net/zlib_license.html
+
+/* zlib.h -- interface of the 'zlib' general purpose compression library
+  version 1.2.11, January 15th, 2017
+
+  Copyright (C) 1995-2017 Jean-loup Gailly and Mark Adler
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+
+  Jean-loup Gailly        Mark Adler
+  jloup@gzip.org          madler@alumni.caltech.edu
+
+*/
+
+License notice for Mono
+-------------------------------
+
+http://www.mono-project.com/docs/about-mono/
+
+Copyright (c) .NET Foundation Contributors
+
+MIT License
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software  and associated documentation files (the Software), to deal
+in the Software without restriction,  including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense,  and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so,  subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 
+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE 
+LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 
+OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+License notice for International Organization for Standardization
+-----------------------------------------------------------------
+
+Portions (C) International Organization for Standardization 1986:
+     Permission to copy in any form is granted for use with
+     conforming SGML systems and applications as defined in
+     ISO 8879, provided this notice is included in all copies.
+
+License notice for Intel
+------------------------
+
+"Copyright (c) 2004-2006 Intel Corporation - All Rights Reserved
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+1. Redistributions of source code must retain the above copyright notice, this
+list of conditions and the following disclaimer.
+
+2. Redistributions in binary form must reproduce the above copyright notice,
+this list of conditions and the following disclaimer in the documentation
+and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
+FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
+OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+License notice for Xamarin and Novell
+-------------------------------------
+
+Copyright (c) 2015 Xamarin, Inc (http://www.xamarin.com)
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+
+Copyright (c) 2011 Novell, Inc (http://www.novell.com)
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+
+Third party notice for W3C
+--------------------------
+
+"W3C SOFTWARE AND DOCUMENT NOTICE AND LICENSE
+Status: This license takes effect 13 May, 2015.
+This work is being provided by the copyright holders under the following license.
+License
+By obtaining and/or copying this work, you (the licensee) agree that you have read, understood, and will comply with the following terms and conditions.
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+Any pre-existing intellectual property disclaimers, notices, or terms and conditions. If none exist, the W3C Software and Document Short Notice should be included.
+Notice of any changes or modifications, through a copyright statement on the new code or document such as "This software or document includes material copied from or derived from [title and URI of the W3C document]. Copyright © [YEAR] W3C® (MIT, ERCIM, Keio, Beihang)."
+Disclaimers
+THIS WORK IS PROVIDED "AS IS," AND COPYRIGHT HOLDERS MAKE NO REPRESENTATIONS OR WARRANTIES, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO, WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE OR THAT THE USE OF THE SOFTWARE OR DOCUMENT WILL NOT INFRINGE ANY THIRD PARTY PATENTS, COPYRIGHTS, TRADEMARKS OR OTHER RIGHTS.
+COPYRIGHT HOLDERS WILL NOT BE LIABLE FOR ANY DIRECT, INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF ANY USE OF THE SOFTWARE OR DOCUMENT.
+The name and trademarks of copyright holders may NOT be used in advertising or publicity pertaining to the work without specific, written prior permission. Title to copyright in this work will at all times remain with copyright holders."
+
+License notice for Bit Twiddling Hacks
+--------------------------------------
+
+Bit Twiddling Hacks
+
+By Sean Eron Anderson
+seander@cs.stanford.edu
+
+Individually, the code snippets here are in the public domain (unless otherwise
+noted) — feel free to use them however you please. The aggregate collection and
+descriptions are © 1997-2005 Sean Eron Anderson. The code and descriptions are
+distributed in the hope that they will be useful, but WITHOUT ANY WARRANTY and
+without even the implied warranty of merchantability or fitness for a particular
+purpose. 
+
+License notice for Brotli
+--------------------------------------
+
+Copyright (c) 2009, 2010, 2013-2016 by the Brotli Authors.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+
+compress_fragment.c:
+Copyright (c) 2011, Google Inc.
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are
+met:
+
+    * Redistributions of source code must retain the above copyright
+notice, this list of conditions and the following disclaimer.
+    * Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the following disclaimer
+in the documentation and/or other materials provided with the
+distribution.
+    * Neither the name of Google Inc. nor the names of its
+contributors may be used to endorse or promote products derived from
+this software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+""AS IS"" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+decode_fuzzer.c:
+Copyright (c) 2015 The Chromium Authors. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are
+met:
+
+   * Redistributions of source code must retain the above copyright
+notice, this list of conditions and the following disclaimer.
+   * Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the following disclaimer
+in the documentation and/or other materials provided with the
+distribution.
+   * Neither the name of Google Inc. nor the names of its
+contributors may be used to endorse or promote products derived from
+this software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+""AS IS"" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+

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+<?xml version="1.0" encoding="utf-8"?><doc>
+  <assembly>
+    <name>System.Numerics.Vectors</name>
+  </assembly>
+  <members>
+    <member name="T:System.Numerics.Matrix3x2">
+      <summary>Represents a 3x2 matrix.</summary>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
+      <summary>Creates a 3x2 matrix from the specified components.</summary>
+      <param name="m11">The value to assign to the first element in the first row.</param>
+      <param name="m12">The value to assign to the second element in the first row.</param>
+      <param name="m21">The value to assign to the first element in the second row.</param>
+      <param name="m22">The value to assign to the second element in the second row.</param>
+      <param name="m31">The value to assign to the first element in the third row.</param>
+      <param name="m32">The value to assign to the second element in the third row.</param>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.Add(System.Numerics.Matrix3x2,System.Numerics.Matrix3x2)">
+      <summary>Adds each element in one matrix with its corresponding element in a second matrix.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The matrix that contains the summed values of <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateRotation(System.Single)">
+      <summary>Creates a rotation matrix using the given rotation in radians.</summary>
+      <param name="radians">The amount of rotation, in radians.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateRotation(System.Single,System.Numerics.Vector2)">
+      <summary>Creates a rotation matrix using the specified rotation in radians and a center point.</summary>
+      <param name="radians">The amount of rotation, in radians.</param>
+      <param name="centerPoint">The center point.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateScale(System.Single,System.Single)">
+      <summary>Creates a scaling matrix from the specified X and Y components.</summary>
+      <param name="xScale">The value to scale by on the X axis.</param>
+      <param name="yScale">The value to scale by on the Y axis.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateScale(System.Single,System.Numerics.Vector2)">
+      <summary>Creates a scaling matrix that scales uniformly with the specified scale with an offset from the specified center.</summary>
+      <param name="scale">The uniform scale to use.</param>
+      <param name="centerPoint">The center offset.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateScale(System.Single,System.Single,System.Numerics.Vector2)">
+      <summary>Creates a scaling matrix that is offset by a given center point.</summary>
+      <param name="xScale">The value to scale by on the X axis.</param>
+      <param name="yScale">The value to scale by on the Y axis.</param>
+      <param name="centerPoint">The center point.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateScale(System.Single)">
+      <summary>Creates a scaling matrix that scales uniformly with the given scale.</summary>
+      <param name="scale">The uniform scale to use.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateScale(System.Numerics.Vector2)">
+      <summary>Creates a scaling matrix from the specified vector scale.</summary>
+      <param name="scales">The scale to use.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateScale(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Creates a scaling matrix from the specified vector scale with an offset from the specified center point.</summary>
+      <param name="scales">The scale to use.</param>
+      <param name="centerPoint">The center offset.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateSkew(System.Single,System.Single)">
+      <summary>Creates a skew matrix from the specified angles in radians.</summary>
+      <param name="radiansX">The X angle, in radians.</param>
+      <param name="radiansY">The Y angle, in radians.</param>
+      <returns>The skew matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateSkew(System.Single,System.Single,System.Numerics.Vector2)">
+      <summary>Creates a skew matrix from the specified angles in radians and a center point.</summary>
+      <param name="radiansX">The X angle, in radians.</param>
+      <param name="radiansY">The Y angle, in radians.</param>
+      <param name="centerPoint">The center point.</param>
+      <returns>The skew matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateTranslation(System.Numerics.Vector2)">
+      <summary>Creates a translation matrix from the specified 2-dimensional vector.</summary>
+      <param name="position">The translation position.</param>
+      <returns>The translation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.CreateTranslation(System.Single,System.Single)">
+      <summary>Creates a translation matrix from the specified X and Y components.</summary>
+      <param name="xPosition">The X position.</param>
+      <param name="yPosition">The Y position.</param>
+      <returns>The translation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.Equals(System.Numerics.Matrix3x2)">
+      <summary>Returns a value that indicates whether this instance and another 3x2 matrix are equal.</summary>
+      <param name="other">The other matrix.</param>
+      <returns>true if the two matrices are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.Equals(System.Object)">
+      <summary>Returns a value that indicates whether this instance and a specified object are equal.</summary>
+      <param name="obj">The object to compare with the current instance.</param>
+      <returns>true if the current instance and <paramref name="obj">obj</paramref> are equal; otherwise, false. If <paramref name="obj">obj</paramref> is null, the method returns false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.GetDeterminant">
+      <summary>Calculates the determinant for this matrix.</summary>
+      <returns>The determinant.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.GetHashCode">
+      <summary>Returns the hash code for this instance.</summary>
+      <returns>The hash code.</returns>
+    </member>
+    <member name="P:System.Numerics.Matrix3x2.Identity">
+      <summary>Gets the multiplicative identity matrix.</summary>
+      <returns>The multiplicative identify matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.Invert(System.Numerics.Matrix3x2,System.Numerics.Matrix3x2@)">
+      <summary>Inverts the specified matrix. The return value indicates whether the operation succeeded.</summary>
+      <param name="matrix">The matrix to invert.</param>
+      <param name="result">When this method returns, contains the inverted matrix if the operation succeeded.</param>
+      <returns>true if <paramref name="matrix">matrix</paramref> was converted successfully; otherwise,  false.</returns>
+    </member>
+    <member name="P:System.Numerics.Matrix3x2.IsIdentity">
+      <summary>Indicates whether the current matrix is the identity matrix.</summary>
+      <returns>true if the current matrix is the identity matrix; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.Lerp(System.Numerics.Matrix3x2,System.Numerics.Matrix3x2,System.Single)">
+      <summary>Performs a linear interpolation from one matrix to a second matrix based on a value that specifies the weighting of the second matrix.</summary>
+      <param name="matrix1">The first matrix.</param>
+      <param name="matrix2">The second matrix.</param>
+      <param name="amount">The relative weighting of matrix2.</param>
+      <returns>The interpolated matrix.</returns>
+    </member>
+    <member name="F:System.Numerics.Matrix3x2.M11">
+      <summary>The first element of the first row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix3x2.M12">
+      <summary>The second element of the first row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix3x2.M21">
+      <summary>The first element of the second row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix3x2.M22">
+      <summary>The second element of the second row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix3x2.M31">
+      <summary>The first element of the third row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix3x2.M32">
+      <summary>The second element of the third row.</summary>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.Multiply(System.Numerics.Matrix3x2,System.Numerics.Matrix3x2)">
+      <summary>Returns the matrix that results from multiplying two matrices together.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The product matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.Multiply(System.Numerics.Matrix3x2,System.Single)">
+      <summary>Returns the matrix that results from scaling all the elements of a specified matrix by a scalar factor.</summary>
+      <param name="value1">The matrix to scale.</param>
+      <param name="value2">The scaling value to use.</param>
+      <returns>The scaled matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.Negate(System.Numerics.Matrix3x2)">
+      <summary>Negates the specified matrix by multiplying all its values by -1.</summary>
+      <param name="value">The matrix to negate.</param>
+      <returns>The negated matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.op_Addition(System.Numerics.Matrix3x2,System.Numerics.Matrix3x2)">
+      <summary>Adds each element in one matrix with its corresponding element in a second matrix.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The matrix that contains the summed values.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.op_Equality(System.Numerics.Matrix3x2,System.Numerics.Matrix3x2)">
+      <summary>Returns a value that indicates whether the specified matrices are equal.</summary>
+      <param name="value1">The first matrix to compare.</param>
+      <param name="value2">The second matrix to compare.</param>
+      <returns>true if <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref> are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.op_Inequality(System.Numerics.Matrix3x2,System.Numerics.Matrix3x2)">
+      <summary>Returns a value that indicates whether the specified matrices are not equal.</summary>
+      <param name="value1">The first matrix to compare.</param>
+      <param name="value2">The second matrix to compare.</param>
+      <returns>true if <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref> are not equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.op_Multiply(System.Numerics.Matrix3x2,System.Numerics.Matrix3x2)">
+      <summary>Returns the matrix that results from multiplying two matrices together.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The product matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.op_Multiply(System.Numerics.Matrix3x2,System.Single)">
+      <summary>Returns the matrix that results from scaling all the elements of a specified matrix by a scalar factor.</summary>
+      <param name="value1">The matrix to scale.</param>
+      <param name="value2">The scaling value to use.</param>
+      <returns>The scaled matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.op_Subtraction(System.Numerics.Matrix3x2,System.Numerics.Matrix3x2)">
+      <summary>Subtracts each element in a second matrix from its corresponding element in a first matrix.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The matrix containing the values that result from subtracting each element in <paramref name="value2">value2</paramref> from its corresponding element in <paramref name="value1">value1</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.op_UnaryNegation(System.Numerics.Matrix3x2)">
+      <summary>Negates the specified matrix by multiplying all its values by -1.</summary>
+      <param name="value">The matrix to negate.</param>
+      <returns>The negated matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.Subtract(System.Numerics.Matrix3x2,System.Numerics.Matrix3x2)">
+      <summary>Subtracts each element in a second matrix from its corresponding element in a first matrix.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The matrix containing the values that result from subtracting each element in <paramref name="value2">value2</paramref> from its corresponding element in <paramref name="value1">value1</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix3x2.ToString">
+      <summary>Returns a string that represents this matrix.</summary>
+      <returns>The string representation of this matrix.</returns>
+    </member>
+    <member name="P:System.Numerics.Matrix3x2.Translation">
+      <summary>Gets or sets the translation component of this matrix.</summary>
+      <returns>The translation component of the current instance.</returns>
+    </member>
+    <member name="T:System.Numerics.Matrix4x4">
+      <summary>Represents a 4x4 matrix.</summary>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.#ctor(System.Numerics.Matrix3x2)">
+      <summary>Creates a <see cref="T:System.Numerics.Matrix4x4"></see> object from a specified <see cref="T:System.Numerics.Matrix3x2"></see> object.</summary>
+      <param name="value">A 3x2 matrix.</param>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
+      <summary>Creates a 4x4 matrix from the specified components.</summary>
+      <param name="m11">The value to assign to the first element in the first row.</param>
+      <param name="m12">The value to assign to the second element in the first row.</param>
+      <param name="m13">The value to assign to the third element in the first row.</param>
+      <param name="m14">The value to assign to the fourth element in the first row.</param>
+      <param name="m21">The value to assign to the first element in the second row.</param>
+      <param name="m22">The value to assign to the second element in the second row.</param>
+      <param name="m23">The value to assign to the third element in the second row.</param>
+      <param name="m24">The value to assign to the third element in the second row.</param>
+      <param name="m31">The value to assign to the first element in the third row.</param>
+      <param name="m32">The value to assign to the second element in the third row.</param>
+      <param name="m33">The value to assign to the third element in the third row.</param>
+      <param name="m34">The value to assign to the fourth element in the third row.</param>
+      <param name="m41">The value to assign to the first element in the fourth row.</param>
+      <param name="m42">The value to assign to the second element in the fourth row.</param>
+      <param name="m43">The value to assign to the third element in the fourth row.</param>
+      <param name="m44">The value to assign to the fourth element in the fourth row.</param>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Add(System.Numerics.Matrix4x4,System.Numerics.Matrix4x4)">
+      <summary>Adds each element in one matrix with its corresponding element in a second matrix.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The matrix that contains the summed values of <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateBillboard(System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Creates a spherical billboard that rotates around a specified object position.</summary>
+      <param name="objectPosition">The position of the object that the billboard will rotate around.</param>
+      <param name="cameraPosition">The position of the camera.</param>
+      <param name="cameraUpVector">The up vector of the camera.</param>
+      <param name="cameraForwardVector">The forward vector of the camera.</param>
+      <returns>The created billboard.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateConstrainedBillboard(System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Creates a cylindrical billboard that rotates around a specified axis.</summary>
+      <param name="objectPosition">The position of the object that the billboard will rotate around.</param>
+      <param name="cameraPosition">The position of the camera.</param>
+      <param name="rotateAxis">The axis to rotate the billboard around.</param>
+      <param name="cameraForwardVector">The forward vector of the camera.</param>
+      <param name="objectForwardVector">The forward vector of the object.</param>
+      <returns>The billboard matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateFromAxisAngle(System.Numerics.Vector3,System.Single)">
+      <summary>Creates a matrix that rotates around an arbitrary vector.</summary>
+      <param name="axis">The axis to rotate around.</param>
+      <param name="angle">The angle to rotate around axis, in radians.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateFromQuaternion(System.Numerics.Quaternion)">
+      <summary>Creates a rotation matrix from the specified Quaternion rotation value.</summary>
+      <param name="quaternion">The source Quaternion.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateFromYawPitchRoll(System.Single,System.Single,System.Single)">
+      <summary>Creates a rotation matrix from the specified yaw, pitch, and roll.</summary>
+      <param name="yaw">The angle of rotation, in radians, around the Y axis.</param>
+      <param name="pitch">The angle of rotation, in radians, around the X axis.</param>
+      <param name="roll">The angle of rotation, in radians, around the Z axis.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateLookAt(System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Creates a view matrix.</summary>
+      <param name="cameraPosition">The position of the camera.</param>
+      <param name="cameraTarget">The target towards which the camera is pointing.</param>
+      <param name="cameraUpVector">The direction that is &amp;quot;up&amp;quot; from the camera&amp;#39;s point of view.</param>
+      <returns>The view matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateOrthographic(System.Single,System.Single,System.Single,System.Single)">
+      <summary>Creates an orthographic perspective matrix from the given view volume dimensions.</summary>
+      <param name="width">The width of the view volume.</param>
+      <param name="height">The height of the view volume.</param>
+      <param name="zNearPlane">The minimum Z-value of the view volume.</param>
+      <param name="zFarPlane">The maximum Z-value of the view volume.</param>
+      <returns>The orthographic projection matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateOrthographicOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
+      <summary>Creates a customized orthographic projection matrix.</summary>
+      <param name="left">The minimum X-value of the view volume.</param>
+      <param name="right">The maximum X-value of the view volume.</param>
+      <param name="bottom">The minimum Y-value of the view volume.</param>
+      <param name="top">The maximum Y-value of the view volume.</param>
+      <param name="zNearPlane">The minimum Z-value of the view volume.</param>
+      <param name="zFarPlane">The maximum Z-value of the view volume.</param>
+      <returns>The orthographic projection matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreatePerspective(System.Single,System.Single,System.Single,System.Single)">
+      <summary>Creates a perspective projection matrix from the given view volume dimensions.</summary>
+      <param name="width">The width of the view volume at the near view plane.</param>
+      <param name="height">The height of the view volume at the near view plane.</param>
+      <param name="nearPlaneDistance">The distance to the near view plane.</param>
+      <param name="farPlaneDistance">The distance to the far view plane.</param>
+      <returns>The perspective projection matrix.</returns>
+      <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="nearPlaneDistance">nearPlaneDistance</paramref> is less than or equal to zero.  
+ -or-  
+ <paramref name="farPlaneDistance">farPlaneDistance</paramref> is less than or equal to zero.  
+ -or-  
+ <paramref name="nearPlaneDistance">nearPlaneDistance</paramref> is greater than or equal to <paramref name="farPlaneDistance">farPlaneDistance</paramref>.</exception>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreatePerspectiveFieldOfView(System.Single,System.Single,System.Single,System.Single)">
+      <summary>Creates a perspective projection matrix based on a field of view, aspect ratio, and near and far view plane distances.</summary>
+      <param name="fieldOfView">The field of view in the y direction, in radians.</param>
+      <param name="aspectRatio">The aspect ratio, defined as view space width divided by height.</param>
+      <param name="nearPlaneDistance">The distance to the near view plane.</param>
+      <param name="farPlaneDistance">The distance to the far view plane.</param>
+      <returns>The perspective projection matrix.</returns>
+      <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="fieldOfView">fieldOfView</paramref> is less than or equal to zero.  
+ -or-  
+ <paramref name="fieldOfView">fieldOfView</paramref> is greater than or equal to <see cref="System.Math.PI"></see>.  
+ <paramref name="nearPlaneDistance">nearPlaneDistance</paramref> is less than or equal to zero.  
+ -or-  
+ <paramref name="farPlaneDistance">farPlaneDistance</paramref> is less than or equal to zero.  
+ -or-  
+ <paramref name="nearPlaneDistance">nearPlaneDistance</paramref> is greater than or equal to <paramref name="farPlaneDistance">farPlaneDistance</paramref>.</exception>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreatePerspectiveOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
+      <summary>Creates a customized perspective projection matrix.</summary>
+      <param name="left">The minimum x-value of the view volume at the near view plane.</param>
+      <param name="right">The maximum x-value of the view volume at the near view plane.</param>
+      <param name="bottom">The minimum y-value of the view volume at the near view plane.</param>
+      <param name="top">The maximum y-value of the view volume at the near view plane.</param>
+      <param name="nearPlaneDistance">The distance to the near view plane.</param>
+      <param name="farPlaneDistance">The distance to the far view plane.</param>
+      <returns>The perspective projection matrix.</returns>
+      <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="nearPlaneDistance">nearPlaneDistance</paramref> is less than or equal to zero.  
+ -or-  
+ <paramref name="farPlaneDistance">farPlaneDistance</paramref> is less than or equal to zero.  
+ -or-  
+ <paramref name="nearPlaneDistance">nearPlaneDistance</paramref> is greater than or equal to <paramref name="farPlaneDistance">farPlaneDistance</paramref>.</exception>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateReflection(System.Numerics.Plane)">
+      <summary>Creates a matrix that reflects the coordinate system about a specified plane.</summary>
+      <param name="value">The plane about which to create a reflection.</param>
+      <returns>A new matrix expressing the reflection.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateRotationX(System.Single)">
+      <summary>Creates a matrix for rotating points around the X axis.</summary>
+      <param name="radians">The amount, in radians, by which to rotate around the X axis.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateRotationX(System.Single,System.Numerics.Vector3)">
+      <summary>Creates a matrix for rotating points around the X axis from a center point.</summary>
+      <param name="radians">The amount, in radians, by which to rotate around the X axis.</param>
+      <param name="centerPoint">The center point.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateRotationY(System.Single,System.Numerics.Vector3)">
+      <summary>The amount, in radians, by which to rotate around the Y axis from a center point.</summary>
+      <param name="radians">The amount, in radians, by which to rotate around the Y-axis.</param>
+      <param name="centerPoint">The center point.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateRotationY(System.Single)">
+      <summary>Creates a matrix for rotating points around the Y axis.</summary>
+      <param name="radians">The amount, in radians, by which to rotate around the Y-axis.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateRotationZ(System.Single)">
+      <summary>Creates a matrix for rotating points around the Z axis.</summary>
+      <param name="radians">The amount, in radians, by which to rotate around the Z-axis.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateRotationZ(System.Single,System.Numerics.Vector3)">
+      <summary>Creates a matrix for rotating points around the Z axis from a center point.</summary>
+      <param name="radians">The amount, in radians, by which to rotate around the Z-axis.</param>
+      <param name="centerPoint">The center point.</param>
+      <returns>The rotation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateScale(System.Numerics.Vector3)">
+      <summary>Creates a scaling matrix from the specified vector scale.</summary>
+      <param name="scales">The scale to use.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateScale(System.Single)">
+      <summary>Creates a uniform scaling matrix that scale equally on each axis.</summary>
+      <param name="scale">The uniform scaling factor.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateScale(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Creates a scaling matrix with a center point.</summary>
+      <param name="scales">The vector that contains the amount to scale on each axis.</param>
+      <param name="centerPoint">The center point.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateScale(System.Single,System.Numerics.Vector3)">
+      <summary>Creates a uniform scaling matrix that scales equally on each axis with a center point.</summary>
+      <param name="scale">The uniform scaling factor.</param>
+      <param name="centerPoint">The center point.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateScale(System.Single,System.Single,System.Single)">
+      <summary>Creates a scaling matrix from the specified X, Y, and Z components.</summary>
+      <param name="xScale">The value to scale by on the X axis.</param>
+      <param name="yScale">The value to scale by on the Y axis.</param>
+      <param name="zScale">The value to scale by on the Z axis.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateScale(System.Single,System.Single,System.Single,System.Numerics.Vector3)">
+      <summary>Creates a scaling matrix that is offset by a given center point.</summary>
+      <param name="xScale">The value to scale by on the X axis.</param>
+      <param name="yScale">The value to scale by on the Y axis.</param>
+      <param name="zScale">The value to scale by on the Z axis.</param>
+      <param name="centerPoint">The center point.</param>
+      <returns>The scaling matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateShadow(System.Numerics.Vector3,System.Numerics.Plane)">
+      <summary>Creates a matrix that flattens geometry into a specified plane as if casting a shadow from a specified light source.</summary>
+      <param name="lightDirection">The direction from which the light that will cast the shadow is coming.</param>
+      <param name="plane">The plane onto which the new matrix should flatten geometry so as to cast a shadow.</param>
+      <returns>A new matrix that can be used to flatten geometry onto the specified plane from the specified direction.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateTranslation(System.Numerics.Vector3)">
+      <summary>Creates a translation matrix from the specified 3-dimensional vector.</summary>
+      <param name="position">The amount to translate in each axis.</param>
+      <returns>The translation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateTranslation(System.Single,System.Single,System.Single)">
+      <summary>Creates a translation matrix from the specified X, Y, and Z components.</summary>
+      <param name="xPosition">The amount to translate on the X axis.</param>
+      <param name="yPosition">The amount to translate on the Y axis.</param>
+      <param name="zPosition">The amount to translate on the Z axis.</param>
+      <returns>The translation matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.CreateWorld(System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Creates a world matrix with the specified parameters.</summary>
+      <param name="position">The position of the object.</param>
+      <param name="forward">The forward direction of the object.</param>
+      <param name="up">The upward direction of the object. Its value is usually [0, 1, 0].</param>
+      <returns>The world matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Decompose(System.Numerics.Matrix4x4,System.Numerics.Vector3@,System.Numerics.Quaternion@,System.Numerics.Vector3@)">
+      <summary>Attempts to extract the scale, translation, and rotation components from the given scale, rotation, or translation matrix. The return value indicates whether the operation succeeded.</summary>
+      <param name="matrix">The source matrix.</param>
+      <param name="scale">When this method returns, contains the scaling component of the transformation matrix if the operation succeeded.</param>
+      <param name="rotation">When this method returns, contains the rotation component of the transformation matrix if the operation succeeded.</param>
+      <param name="translation">When the method returns, contains the translation component of the transformation matrix if the operation succeeded.</param>
+      <returns>true if <paramref name="matrix">matrix</paramref> was decomposed successfully; otherwise,  false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Equals(System.Numerics.Matrix4x4)">
+      <summary>Returns a value that indicates whether this instance and another 4x4 matrix are equal.</summary>
+      <param name="other">The other matrix.</param>
+      <returns>true if the two matrices are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Equals(System.Object)">
+      <summary>Returns a value that indicates whether this instance and a specified object are equal.</summary>
+      <param name="obj">The object to compare with the current instance.</param>
+      <returns>true if the current instance and <paramref name="obj">obj</paramref> are equal; otherwise, false. If <paramref name="obj">obj</paramref> is null, the method returns false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.GetDeterminant">
+      <summary>Calculates the determinant of the current 4x4 matrix.</summary>
+      <returns>The determinant.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.GetHashCode">
+      <summary>Returns the hash code for this instance.</summary>
+      <returns>The hash code.</returns>
+    </member>
+    <member name="P:System.Numerics.Matrix4x4.Identity">
+      <summary>Gets the multiplicative identity matrix.</summary>
+      <returns>Gets the multiplicative identity matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Invert(System.Numerics.Matrix4x4,System.Numerics.Matrix4x4@)">
+      <summary>Inverts the specified matrix. The return value indicates whether the operation succeeded.</summary>
+      <param name="matrix">The matrix to invert.</param>
+      <param name="result">When this method returns, contains the inverted matrix if the operation succeeded.</param>
+      <returns>true if <paramref name="matrix">matrix</paramref> was converted successfully; otherwise,  false.</returns>
+    </member>
+    <member name="P:System.Numerics.Matrix4x4.IsIdentity">
+      <summary>Indicates whether the current matrix is the identity matrix.</summary>
+      <returns>true if the current matrix is the identity matrix; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Lerp(System.Numerics.Matrix4x4,System.Numerics.Matrix4x4,System.Single)">
+      <summary>Performs a linear interpolation from one matrix to a second matrix based on a value that specifies the weighting of the second matrix.</summary>
+      <param name="matrix1">The first matrix.</param>
+      <param name="matrix2">The second matrix.</param>
+      <param name="amount">The relative weighting of matrix2.</param>
+      <returns>The interpolated matrix.</returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M11">
+      <summary>The first element of the first row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M12">
+      <summary>The second element of the first row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M13">
+      <summary>The third element of the first row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M14">
+      <summary>The fourth element of the first row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M21">
+      <summary>The first element of the second row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M22">
+      <summary>The second element of the second row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M23">
+      <summary>The third element of the second row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M24">
+      <summary>The fourth element of the second row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M31">
+      <summary>The first element of the third row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M32">
+      <summary>The second element of the third row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M33">
+      <summary>The third element of the third row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M34">
+      <summary>The fourth element of the third row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M41">
+      <summary>The first element of the fourth row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M42">
+      <summary>The second element of the fourth row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M43">
+      <summary>The third element of the fourth row.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Matrix4x4.M44">
+      <summary>The fourth element of the fourth row.</summary>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Multiply(System.Numerics.Matrix4x4,System.Numerics.Matrix4x4)">
+      <summary>Returns the matrix that results from multiplying two matrices together.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The product matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Multiply(System.Numerics.Matrix4x4,System.Single)">
+      <summary>Returns the matrix that results from scaling all the elements of a specified matrix by a scalar factor.</summary>
+      <param name="value1">The matrix to scale.</param>
+      <param name="value2">The scaling value to use.</param>
+      <returns>The scaled matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Negate(System.Numerics.Matrix4x4)">
+      <summary>Negates the specified matrix by multiplying all its values by -1.</summary>
+      <param name="value">The matrix to negate.</param>
+      <returns>The negated matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.op_Addition(System.Numerics.Matrix4x4,System.Numerics.Matrix4x4)">
+      <summary>Adds each element in one matrix with its corresponding element in a second matrix.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The matrix that contains the summed values.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.op_Equality(System.Numerics.Matrix4x4,System.Numerics.Matrix4x4)">
+      <summary>Returns a value that indicates whether the specified matrices are equal.</summary>
+      <param name="value1">The first matrix to compare.</param>
+      <param name="value2">The second matrix to care</param>
+      <returns>true if <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref> are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.op_Inequality(System.Numerics.Matrix4x4,System.Numerics.Matrix4x4)">
+      <summary>Returns a value that indicates whether the specified matrices are not equal.</summary>
+      <param name="value1">The first matrix to compare.</param>
+      <param name="value2">The second matrix to compare.</param>
+      <returns>true if <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref> are not equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.op_Multiply(System.Numerics.Matrix4x4,System.Single)">
+      <summary>Returns the matrix that results from scaling all the elements of a specified matrix by a scalar factor.</summary>
+      <param name="value1">The matrix to scale.</param>
+      <param name="value2">The scaling value to use.</param>
+      <returns>The scaled matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.op_Multiply(System.Numerics.Matrix4x4,System.Numerics.Matrix4x4)">
+      <summary>Returns the matrix that results from multiplying two matrices together.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The product matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.op_Subtraction(System.Numerics.Matrix4x4,System.Numerics.Matrix4x4)">
+      <summary>Subtracts each element in a second matrix from its corresponding element in a first matrix.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The matrix containing the values that result from subtracting each element in <paramref name="value2">value2</paramref> from its corresponding element in <paramref name="value1">value1</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.op_UnaryNegation(System.Numerics.Matrix4x4)">
+      <summary>Negates the specified matrix by multiplying all its values by -1.</summary>
+      <param name="value">The matrix to negate.</param>
+      <returns>The negated matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Subtract(System.Numerics.Matrix4x4,System.Numerics.Matrix4x4)">
+      <summary>Subtracts each element in a second matrix from its corresponding element in a first matrix.</summary>
+      <param name="value1">The first matrix.</param>
+      <param name="value2">The second matrix.</param>
+      <returns>The matrix containing the values that result from subtracting each element in <paramref name="value2">value2</paramref> from its corresponding element in <paramref name="value1">value1</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.ToString">
+      <summary>Returns a string that represents this matrix.</summary>
+      <returns>The string representation of this matrix.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Transform(System.Numerics.Matrix4x4,System.Numerics.Quaternion)">
+      <summary>Transforms the specified matrix by applying the specified Quaternion rotation.</summary>
+      <param name="value">The matrix to transform.</param>
+      <param name="rotation">The rotation t apply.</param>
+      <returns>The transformed matrix.</returns>
+    </member>
+    <member name="P:System.Numerics.Matrix4x4.Translation">
+      <summary>Gets or sets the translation component of this matrix.</summary>
+      <returns>The translation component of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Matrix4x4.Transpose(System.Numerics.Matrix4x4)">
+      <summary>Transposes the rows and columns of a matrix.</summary>
+      <param name="matrix">The matrix to transpose.</param>
+      <returns>The transposed matrix.</returns>
+    </member>
+    <member name="T:System.Numerics.Plane">
+      <summary>Represents a three-dimensional plane.</summary>
+    </member>
+    <member name="M:System.Numerics.Plane.#ctor(System.Numerics.Vector4)">
+      <summary>Creates a <see cref="T:System.Numerics.Plane"></see> object from a specified four-dimensional vector.</summary>
+      <param name="value">A vector whose first three elements describe the normal vector, and whose <see cref="F:System.Numerics.Vector4.W"></see> defines the distance along that normal from the origin.</param>
+    </member>
+    <member name="M:System.Numerics.Plane.#ctor(System.Numerics.Vector3,System.Single)">
+      <summary>Creates a <see cref="T:System.Numerics.Plane"></see> object from a specified normal and the distance along the normal from the origin.</summary>
+      <param name="normal">The plane&amp;#39;s normal vector.</param>
+      <param name="d">The plane&amp;#39;s distance from the origin along its normal vector.</param>
+    </member>
+    <member name="M:System.Numerics.Plane.#ctor(System.Single,System.Single,System.Single,System.Single)">
+      <summary>Creates a <see cref="T:System.Numerics.Plane"></see> object from the X, Y, and Z components of its normal, and its distance from the origin on that normal.</summary>
+      <param name="x">The X component of the normal.</param>
+      <param name="y">The Y component of the normal.</param>
+      <param name="z">The Z component of the normal.</param>
+      <param name="d">The distance of the plane along its normal from the origin.</param>
+    </member>
+    <member name="M:System.Numerics.Plane.CreateFromVertices(System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Creates a <see cref="T:System.Numerics.Plane"></see> object that contains three specified points.</summary>
+      <param name="point1">The first point defining the plane.</param>
+      <param name="point2">The second point defining the plane.</param>
+      <param name="point3">The third point defining the plane.</param>
+      <returns>The plane containing the three points.</returns>
+    </member>
+    <member name="F:System.Numerics.Plane.D">
+      <summary>The distance of the plane along its normal from the origin.</summary>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Plane.Dot(System.Numerics.Plane,System.Numerics.Vector4)">
+      <summary>Calculates the dot product of a plane and a 4-dimensional vector.</summary>
+      <param name="plane">The plane.</param>
+      <param name="value">The four-dimensional vector.</param>
+      <returns>The dot product.</returns>
+    </member>
+    <member name="M:System.Numerics.Plane.DotCoordinate(System.Numerics.Plane,System.Numerics.Vector3)">
+      <summary>Returns the dot product of a specified three-dimensional vector and the normal vector of this plane plus the distance (<see cref="F:System.Numerics.Plane.D"></see>) value of the plane.</summary>
+      <param name="plane">The plane.</param>
+      <param name="value">The 3-dimensional vector.</param>
+      <returns>The dot product.</returns>
+    </member>
+    <member name="M:System.Numerics.Plane.DotNormal(System.Numerics.Plane,System.Numerics.Vector3)">
+      <summary>Returns the dot product of a specified three-dimensional vector and the <see cref="F:System.Numerics.Plane.Normal"></see> vector of this plane.</summary>
+      <param name="plane">The plane.</param>
+      <param name="value">The three-dimensional vector.</param>
+      <returns>The dot product.</returns>
+    </member>
+    <member name="M:System.Numerics.Plane.Equals(System.Object)">
+      <summary>Returns a value that indicates whether this instance and a specified object are equal.</summary>
+      <param name="obj">The object to compare with the current instance.</param>
+      <returns>true if the current instance and <paramref name="obj">obj</paramref> are equal; otherwise, false. If <paramref name="obj">obj</paramref> is null, the method returns false.</returns>
+    </member>
+    <member name="M:System.Numerics.Plane.Equals(System.Numerics.Plane)">
+      <summary>Returns a value that indicates whether this instance and another plane object are equal.</summary>
+      <param name="other">The other plane.</param>
+      <returns>true if the two planes are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Plane.GetHashCode">
+      <summary>Returns the hash code for this instance.</summary>
+      <returns>The hash code.</returns>
+    </member>
+    <member name="F:System.Numerics.Plane.Normal">
+      <summary>The normal vector of the plane.</summary>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Plane.Normalize(System.Numerics.Plane)">
+      <summary>Creates a new <see cref="T:System.Numerics.Plane"></see> object whose normal vector is the source plane&amp;#39;s normal vector normalized.</summary>
+      <param name="value">The source plane.</param>
+      <returns>The normalized plane.</returns>
+    </member>
+    <member name="M:System.Numerics.Plane.op_Equality(System.Numerics.Plane,System.Numerics.Plane)">
+      <summary>Returns a value that indicates whether two planes are equal.</summary>
+      <param name="value1">The first plane to compare.</param>
+      <param name="value2">The second plane to compare.</param>
+      <returns>true if <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref> are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Plane.op_Inequality(System.Numerics.Plane,System.Numerics.Plane)">
+      <summary>Returns a value that indicates whether two planes are not equal.</summary>
+      <param name="value1">The first plane to compare.</param>
+      <param name="value2">The second plane to compare.</param>
+      <returns>true if <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref> are not equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Plane.ToString">
+      <summary>Returns the string representation of this plane object.</summary>
+      <returns>A string that represents this <see cref="System.Numerics.Plane"></see> object.</returns>
+    </member>
+    <member name="M:System.Numerics.Plane.Transform(System.Numerics.Plane,System.Numerics.Matrix4x4)">
+      <summary>Transforms a normalized plane by a 4x4 matrix.</summary>
+      <param name="plane">The normalized plane to transform.</param>
+      <param name="matrix">The transformation matrix to apply to plane.</param>
+      <returns>The transformed plane.</returns>
+    </member>
+    <member name="M:System.Numerics.Plane.Transform(System.Numerics.Plane,System.Numerics.Quaternion)">
+      <summary>Transforms a normalized plane by a Quaternion rotation.</summary>
+      <param name="plane">The normalized plane to transform.</param>
+      <param name="rotation">The Quaternion rotation to apply to the plane.</param>
+      <returns>A new plane that results from applying the Quaternion rotation.</returns>
+    </member>
+    <member name="T:System.Numerics.Quaternion">
+      <summary>Represents a vector that is used to encode three-dimensional physical rotations.</summary>
+    </member>
+    <member name="M:System.Numerics.Quaternion.#ctor(System.Numerics.Vector3,System.Single)">
+      <summary>Creates a quaternion from the specified vector and rotation parts.</summary>
+      <param name="vectorPart">The vector part of the quaternion.</param>
+      <param name="scalarPart">The rotation part of the quaternion.</param>
+    </member>
+    <member name="M:System.Numerics.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
+      <summary>Constructs a quaternion from the specified components.</summary>
+      <param name="x">The value to assign to the X component of the quaternion.</param>
+      <param name="y">The value to assign to the Y component of the quaternion.</param>
+      <param name="z">The value to assign to the Z component of the quaternion.</param>
+      <param name="w">The value to assign to the W component of the quaternion.</param>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Add(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Adds each element in one quaternion with its corresponding element in a second quaternion.</summary>
+      <param name="value1">The first quaternion.</param>
+      <param name="value2">The second quaternion.</param>
+      <returns>The quaternion that contains the summed values of <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Concatenate(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Concatenates two quaternions.</summary>
+      <param name="value1">The first quaternion rotation in the series.</param>
+      <param name="value2">The second quaternion rotation in the series.</param>
+      <returns>A new quaternion representing the concatenation of the <paramref name="value1">value1</paramref> rotation followed by the <paramref name="value2">value2</paramref> rotation.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Conjugate(System.Numerics.Quaternion)">
+      <summary>Returns the conjugate of a specified quaternion.</summary>
+      <param name="value">The quaternion.</param>
+      <returns>A new quaternion that is the conjugate of value.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.CreateFromAxisAngle(System.Numerics.Vector3,System.Single)">
+      <summary>Creates a quaternion from a vector and an angle to rotate about the vector.</summary>
+      <param name="axis">The vector to rotate around.</param>
+      <param name="angle">The angle, in radians, to rotate around the vector.</param>
+      <returns>The newly created quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.CreateFromRotationMatrix(System.Numerics.Matrix4x4)">
+      <summary>Creates a quaternion from the specified rotation matrix.</summary>
+      <param name="matrix">The rotation matrix.</param>
+      <returns>The newly created quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.CreateFromYawPitchRoll(System.Single,System.Single,System.Single)">
+      <summary>Creates a new quaternion from the given yaw, pitch, and roll.</summary>
+      <param name="yaw">The yaw angle, in radians, around the Y axis.</param>
+      <param name="pitch">The pitch angle, in radians, around the X axis.</param>
+      <param name="roll">The roll angle, in radians, around the Z axis.</param>
+      <returns>The resulting quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Divide(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Divides one quaternion by a second quaternion.</summary>
+      <param name="value1">The dividend.</param>
+      <param name="value2">The divisor.</param>
+      <returns>The quaternion that results from dividing <paramref name="value1">value1</paramref> by <paramref name="value2">value2</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Dot(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Calculates the dot product of two quaternions.</summary>
+      <param name="quaternion1">The first quaternion.</param>
+      <param name="quaternion2">The second quaternion.</param>
+      <returns>The dot product.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Equals(System.Numerics.Quaternion)">
+      <summary>Returns a value that indicates whether this instance and another quaternion are equal.</summary>
+      <param name="other">The other quaternion.</param>
+      <returns>true if the two quaternions are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Equals(System.Object)">
+      <summary>Returns a value that indicates whether this instance and a specified object are equal.</summary>
+      <param name="obj">The object to compare with the current instance.</param>
+      <returns>true if the current instance and <paramref name="obj">obj</paramref> are equal; otherwise, false. If <paramref name="obj">obj</paramref> is null, the method returns false.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.GetHashCode">
+      <summary>Returns the hash code for this instance.</summary>
+      <returns>The hash code.</returns>
+    </member>
+    <member name="P:System.Numerics.Quaternion.Identity">
+      <summary>Gets a quaternion that represents no rotation.</summary>
+      <returns>A quaternion whose values are (0, 0, 0, 1).</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Inverse(System.Numerics.Quaternion)">
+      <summary>Returns the inverse of a quaternion.</summary>
+      <param name="value">The quaternion.</param>
+      <returns>The inverted quaternion.</returns>
+    </member>
+    <member name="P:System.Numerics.Quaternion.IsIdentity">
+      <summary>Gets a value that indicates whether the current instance is the identity quaternion.</summary>
+      <returns>true if the current instance is the identity quaternion; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Length">
+      <summary>Calculates the length of the quaternion.</summary>
+      <returns>The computed length of the quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.LengthSquared">
+      <summary>Calculates the squared length of the quaternion.</summary>
+      <returns>The length squared of the quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Lerp(System.Numerics.Quaternion,System.Numerics.Quaternion,System.Single)">
+      <summary>Performs a linear interpolation between two quaternions based on a value that specifies the weighting of the second quaternion.</summary>
+      <param name="quaternion1">The first quaternion.</param>
+      <param name="quaternion2">The second quaternion.</param>
+      <param name="amount">The relative weight of quaternion2 in the interpolation.</param>
+      <returns>The interpolated quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Multiply(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Returns the quaternion that results from multiplying two quaternions together.</summary>
+      <param name="value1">The first quaternion.</param>
+      <param name="value2">The second quaternion.</param>
+      <returns>The product quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Multiply(System.Numerics.Quaternion,System.Single)">
+      <summary>Returns the quaternion that results from scaling all the components of a specified quaternion by a scalar factor.</summary>
+      <param name="value1">The source quaternion.</param>
+      <param name="value2">The scalar value.</param>
+      <returns>The scaled quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Negate(System.Numerics.Quaternion)">
+      <summary>Reverses the sign of each component of the quaternion.</summary>
+      <param name="value">The quaternion to negate.</param>
+      <returns>The negated quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Normalize(System.Numerics.Quaternion)">
+      <summary>Divides each component of a specified <see cref="T:System.Numerics.Quaternion"></see> by its length.</summary>
+      <param name="value">The quaternion to normalize.</param>
+      <returns>The normalized quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.op_Addition(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Adds each element in one quaternion with its corresponding element in a second quaternion.</summary>
+      <param name="value1">The first quaternion.</param>
+      <param name="value2">The second quaternion.</param>
+      <returns>The quaternion that contains the summed values of <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.op_Division(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Divides one quaternion by a second quaternion.</summary>
+      <param name="value1">The dividend.</param>
+      <param name="value2">The divisor.</param>
+      <returns>The quaternion that results from dividing <paramref name="value1">value1</paramref> by <paramref name="value2">value2</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.op_Equality(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Returns a value that indicates whether two quaternions are equal.</summary>
+      <param name="value1">The first quaternion to compare.</param>
+      <param name="value2">The second quaternion to compare.</param>
+      <returns>true if the two quaternions are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.op_Inequality(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Returns a value that indicates whether two quaternions are not equal.</summary>
+      <param name="value1">The first quaternion to compare.</param>
+      <param name="value2">The second quaternion to compare.</param>
+      <returns>true if <paramref name="value1">value1</paramref> and <paramref name="value2">value2</paramref> are not equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.op_Multiply(System.Numerics.Quaternion,System.Single)">
+      <summary>Returns the quaternion that results from scaling all the components of a specified quaternion by a scalar factor.</summary>
+      <param name="value1">The source quaternion.</param>
+      <param name="value2">The scalar value.</param>
+      <returns>The scaled quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.op_Multiply(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Returns the quaternion that results from multiplying two quaternions together.</summary>
+      <param name="value1">The first quaternion.</param>
+      <param name="value2">The second quaternion.</param>
+      <returns>The product quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.op_Subtraction(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Subtracts each element in a second quaternion from its corresponding element in a first quaternion.</summary>
+      <param name="value1">The first quaternion.</param>
+      <param name="value2">The second quaternion.</param>
+      <returns>The quaternion containing the values that result from subtracting each element in <paramref name="value2">value2</paramref> from its corresponding element in <paramref name="value1">value1</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.op_UnaryNegation(System.Numerics.Quaternion)">
+      <summary>Reverses the sign of each component of the quaternion.</summary>
+      <param name="value">The quaternion to negate.</param>
+      <returns>The negated quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Slerp(System.Numerics.Quaternion,System.Numerics.Quaternion,System.Single)">
+      <summary>Interpolates between two quaternions, using spherical linear interpolation.</summary>
+      <param name="quaternion1">The first quaternion.</param>
+      <param name="quaternion2">The second quaternion.</param>
+      <param name="amount">The relative weight of the second quaternion in the interpolation.</param>
+      <returns>The interpolated quaternion.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.Subtract(System.Numerics.Quaternion,System.Numerics.Quaternion)">
+      <summary>Subtracts each element in a second quaternion from its corresponding element in a first quaternion.</summary>
+      <param name="value1">The first quaternion.</param>
+      <param name="value2">The second quaternion.</param>
+      <returns>The quaternion containing the values that result from subtracting each element in <paramref name="value2">value2</paramref> from its corresponding element in <paramref name="value1">value1</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Quaternion.ToString">
+      <summary>Returns a string that represents this quaternion.</summary>
+      <returns>The string representation of this quaternion.</returns>
+    </member>
+    <member name="F:System.Numerics.Quaternion.W">
+      <summary>The rotation component of the quaternion.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Quaternion.X">
+      <summary>The X value of the vector component of the quaternion.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Quaternion.Y">
+      <summary>The Y value of the vector component of the quaternion.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Quaternion.Z">
+      <summary>The Z value of the vector component of the quaternion.</summary>
+      <returns></returns>
+    </member>
+    <member name="T:System.Numerics.Vector`1">
+      <summary>Represents a single vector of a specified numeric type that is suitable for low-level optimization of parallel algorithms.</summary>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+    </member>
+    <member name="M:System.Numerics.Vector`1.#ctor(`0)">
+      <summary>Creates a vector whose components are of a specified type.</summary>
+      <param name="value">The numeric type that defines the type of the components in the vector.</param>
+    </member>
+    <member name="M:System.Numerics.Vector`1.#ctor(`0[])">
+      <summary>Creates a vector from a specified array.</summary>
+      <param name="values">A numeric array.</param>
+      <exception cref="T:System.ArgumentNullException"><paramref name="values">values</paramref> is null.</exception>
+    </member>
+    <member name="M:System.Numerics.Vector`1.#ctor(`0[],System.Int32)">
+      <summary>Creates a vector from a specified array starting at a specified index position.</summary>
+      <param name="values">A numeric array.</param>
+      <param name="index">The starting index position from which to create the vector.</param>
+      <exception cref="T:System.ArgumentNullException"><paramref name="values">values</paramref> is null.</exception>
+      <exception cref="T:System.IndexOutOfRangeException"><paramref name="index">index</paramref> is less than zero.  
+ -or-  
+ The length of <paramref name="values">values</paramref> minus <paramref name="index">index</paramref> is less than <see cref="System.Numerics.Vector`1.Count"></see>.</exception>
+    </member>
+    <member name="M:System.Numerics.Vector`1.CopyTo(`0[])">
+      <summary>Copies the vector instance to a specified destination array.</summary>
+      <param name="destination">The array to receive a copy of the vector values.</param>
+      <exception cref="T:System.ArgumentNullException"><paramref name="destination">destination</paramref> is null.</exception>
+      <exception cref="T:System.ArgumentException">The number of elements in the current vector is greater than the number of elements available in the <paramref name="destination">destination</paramref> array.</exception>
+    </member>
+    <member name="M:System.Numerics.Vector`1.CopyTo(`0[],System.Int32)">
+      <summary>Copies the vector instance to a specified destination array starting at a specified index position.</summary>
+      <param name="destination">The array to receive a copy of the vector values.</param>
+      <param name="startIndex">The starting index in destination at which to begin the copy operation.</param>
+      <exception cref="T:System.ArgumentNullException"><paramref name="destination">destination</paramref> is null.</exception>
+      <exception cref="T:System.ArgumentException">The number of elements in the current instance is greater than the number of elements available from <paramref name="startIndex">startIndex</paramref> to the end of the <paramref name="destination">destination</paramref> array.</exception>
+      <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="index">index</paramref> is less than zero or greater than the last index in <paramref name="destination">destination</paramref>.</exception>
+    </member>
+    <member name="P:System.Numerics.Vector`1.Count">
+      <summary>Returns the number of elements stored in the vector.</summary>
+      <returns>The number of elements stored in the vector.</returns>
+      <exception cref="T:System.NotSupportedException">Access to the property getter via reflection is not supported.</exception>
+    </member>
+    <member name="M:System.Numerics.Vector`1.Equals(System.Numerics.Vector{`0})">
+      <summary>Returns a value that indicates whether this instance is equal to a specified vector.</summary>
+      <param name="other">The vector to compare with this instance.</param>
+      <returns>true if the current instance and <paramref name="other">other</paramref> are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.Equals(System.Object)">
+      <summary>Returns a value that indicates whether this instance is equal to a specified object.</summary>
+      <param name="obj">The object to compare with this instance.</param>
+      <returns>true if the current instance and <paramref name="obj">obj</paramref> are equal; otherwise, false. The method returns false if <paramref name="obj">obj</paramref> is null, or if <paramref name="obj">obj</paramref> is a vector of a different type than the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.GetHashCode">
+      <summary>Returns the hash code for this instance.</summary>
+      <returns>The hash code.</returns>
+    </member>
+    <member name="P:System.Numerics.Vector`1.Item(System.Int32)">
+      <summary>Gets the element at a specified index.</summary>
+      <param name="index">The index of the element to return.</param>
+      <returns>The element at index <paramref name="index">index</paramref>.</returns>
+      <exception cref="T:System.IndexOutOfRangeException"><paramref name="index">index</paramref> is less than zero.  
+ -or-  
+ <paramref name="index">index</paramref> is greater than or equal to <see cref="System.Numerics.Vector`1.Count"></see>.</exception>
+    </member>
+    <member name="P:System.Numerics.Vector`1.One">
+      <summary>Returns a vector containing all ones.</summary>
+      <returns>A vector containing all ones.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Addition(System.Numerics.Vector{`0},System.Numerics.Vector{`0})">
+      <summary>Adds two vectors together.</summary>
+      <param name="left">The first vector to add.</param>
+      <param name="right">The second vector to add.</param>
+      <returns>The summed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_BitwiseAnd(System.Numerics.Vector{`0},System.Numerics.Vector{`0})">
+      <summary>Returns a new vector by performing a bitwise And operation on each of the elements in two vectors.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from the bitwise And of <paramref name="left">left</paramref> and <paramref name="right">right</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_BitwiseOr(System.Numerics.Vector{`0},System.Numerics.Vector{`0})">
+      <summary>Returns a new vector by performing a bitwise Or operation on each of the elements in two vectors.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from the bitwise Or of the elements in <paramref name="left">left</paramref> and <paramref name="right">right</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Division(System.Numerics.Vector{`0},System.Numerics.Vector{`0})">
+      <summary>Divides the first vector by the second.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from dividing <paramref name="left">left</paramref> by <paramref name="right">right</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Equality(System.Numerics.Vector{`0},System.Numerics.Vector{`0})">
+      <summary>Returns a value that indicates whether each pair of elements in two specified vectors are equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>true if <paramref name="left">left</paramref> and <paramref name="right">right</paramref> are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_ExclusiveOr(System.Numerics.Vector{`0},System.Numerics.Vector{`0})">
+      <summary>Returns a new vector by performing a bitwise XOr operation on each of the elements in two vectors.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from the bitwise XOr of the elements in <paramref name="left">left</paramref> and <paramref name="right">right</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Explicit(System.Numerics.Vector{T})~System.Numerics.Vector{System.UInt64}">
+      <summary>Reinterprets the bits of the specified vector into a vector of type <see cref="T:System.UInt64"></see>.</summary>
+      <param name="value">The vector to reinterpret.</param>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Explicit(System.Numerics.Vector{T})~System.Numerics.Vector{System.UInt32}">
+      <summary>Reinterprets the bits of the specified vector into a vector of type <see cref="T:System.UInt32"></see>.</summary>
+      <param name="value">The vector to reinterpret.</param>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Explicit(System.Numerics.Vector{T})~System.Numerics.Vector{System.UInt16}">
+      <summary>Reinterprets the bits of the specified vector into a vector of type <see cref="T:System.UInt16"></see>.</summary>
+      <param name="value">The vector to reinterpret.</param>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Explicit(System.Numerics.Vector{T})~System.Numerics.Vector{System.Single}">
+      <summary>Reinterprets the bits of the specified vector into a vector of type <see cref="T:System.Single"></see>.</summary>
+      <param name="value">The vector to reinterpret.</param>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Explicit(System.Numerics.Vector{T})~System.Numerics.Vector{System.SByte}">
+      <summary>Reinterprets the bits of the specified vector into a vector of type <see cref="T:System.SByte"></see>.</summary>
+      <param name="value">The vector to reinterpret.</param>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Explicit(System.Numerics.Vector{T})~System.Numerics.Vector{System.Double}">
+      <summary>Reinterprets the bits of the specified vector into a vector of type <see cref="T:System.Double"></see>.</summary>
+      <param name="value">The vector to reinterpret.</param>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Explicit(System.Numerics.Vector{T})~System.Numerics.Vector{System.Int32}">
+      <summary>Reinterprets the bits of the specified vector into a vector of type <see cref="T:System.Int32"></see>.</summary>
+      <param name="value">The vector to reinterpret.</param>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Explicit(System.Numerics.Vector{T})~System.Numerics.Vector{System.Int16}">
+      <summary>Reinterprets the bits of the specified vector into a vector of type <see cref="T:System.Int16"></see>.</summary>
+      <param name="value">The vector to reinterpret.</param>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Explicit(System.Numerics.Vector{T})~System.Numerics.Vector{System.Byte}">
+      <summary>Reinterprets the bits of the specified vector into a vector of type <see cref="T:System.Byte"></see>.</summary>
+      <param name="value">The vector to reinterpret.</param>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Explicit(System.Numerics.Vector{T})~System.Numerics.Vector{System.Int64}">
+      <summary>Reinterprets the bits of the specified vector into a vector of type <see cref="T:System.Int64"></see>.</summary>
+      <param name="value">The vector to reinterpret.</param>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Inequality(System.Numerics.Vector{`0},System.Numerics.Vector{`0})">
+      <summary>Returns a value that indicates whether any single pair of elements in the specified vectors is equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>true if any element pairs in left and right are equal. false if no element pairs are equal.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Multiply(System.Numerics.Vector{`0},System.Numerics.Vector{`0})">
+      <summary>Multiplies two vectors together.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The product vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Multiply(System.Numerics.Vector{`0},`0)">
+      <summary>Multiplies a vector by a specified scalar value.</summary>
+      <param name="value">The source vector.</param>
+      <param name="factor">A scalar value.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Multiply(`0,System.Numerics.Vector{`0})">
+      <summary>Multiplies a vector by the given scalar.</summary>
+      <param name="factor">The scalar value.</param>
+      <param name="value">The source vector.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_OnesComplement(System.Numerics.Vector{`0})">
+      <summary>Returns a new vector whose elements are obtained by taking the one&amp;#39;s complement of a specified vector&amp;#39;s elements.</summary>
+      <param name="value">The source vector.</param>
+      <returns>The one&amp;#39;s complement vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_Subtraction(System.Numerics.Vector{`0},System.Numerics.Vector{`0})">
+      <summary>Subtracts the second vector from the first.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from subtracting <paramref name="right">right</paramref> from <paramref name="left">left</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.op_UnaryNegation(System.Numerics.Vector{`0})">
+      <summary>Negates a given vector.</summary>
+      <param name="value">The vector to negate.</param>
+      <returns>The negated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.ToString(System.String,System.IFormatProvider)">
+      <summary>Returns the string representation of this vector using the specified format string to format individual elements and the specified format provider to define culture-specific formatting.</summary>
+      <param name="format">A  or  that defines the format of individual elements.</param>
+      <param name="formatProvider">A format provider that supplies culture-specific formatting information.</param>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.ToString">
+      <summary>Returns the string representation of this vector using default formatting.</summary>
+      <returns>The string representation of this vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector`1.ToString(System.String)">
+      <summary>Returns the string representation of this vector using the specified format string to format individual elements.</summary>
+      <param name="format">A  or  that defines the format of individual elements.</param>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="P:System.Numerics.Vector`1.Zero">
+      <summary>Returns a vector containing all zeroes.</summary>
+      <returns>A vector containing all zeroes.</returns>
+    </member>
+    <member name="T:System.Numerics.Vector">
+      <summary>Provides a collection of static convenience methods for creating, manipulating, combining, and converting generic vectors.</summary>
+    </member>
+    <member name="M:System.Numerics.Vector.Abs``1(System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose elements are the absolute values of the given vector&amp;#39;s elements.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The absolute value vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Add``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose values are the sum of each pair of elements from two given vectors.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The summed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AndNot``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector by performing a bitwise And Not operation on each pair of corresponding elements in two vectors.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The resulting vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AsVectorByte``1(System.Numerics.Vector{``0})">
+      <summary>Reinterprets the bits of a specified vector into those of a vector of unsigned bytes.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AsVectorDouble``1(System.Numerics.Vector{``0})">
+      <summary>Reinterprets the bits of a specified vector into those of a double-precision floating-point vector.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AsVectorInt16``1(System.Numerics.Vector{``0})">
+      <summary>Reinterprets the bits of a specified vector into those of a vector of 16-bit integers.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AsVectorInt32``1(System.Numerics.Vector{``0})">
+      <summary>Reinterprets the bits of a specified vector into those of a vector of integers.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AsVectorInt64``1(System.Numerics.Vector{``0})">
+      <summary>Reinterprets the bits of a specified vector into those of a vector of long integers.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AsVectorSByte``1(System.Numerics.Vector{``0})">
+      <summary>Reinterprets the bits of a specified vector into those of a vector of signed bytes.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AsVectorSingle``1(System.Numerics.Vector{``0})">
+      <summary>Reinterprets the bits of a specified vector into those of a single-precision floating-point vector.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AsVectorUInt16``1(System.Numerics.Vector{``0})">
+      <summary>Reinterprets the bits of a specified vector into those of a vector of unsigned 16-bit integers.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AsVectorUInt32``1(System.Numerics.Vector{``0})">
+      <summary>Reinterprets the bits of a specified vector into those of a vector of unsigned integers.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.AsVectorUInt64``1(System.Numerics.Vector{``0})">
+      <summary>Reinterprets the bits of a specified vector into those of a vector of unsigned long integers.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The reinterpreted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.BitwiseAnd``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector by performing a bitwise And operation on each pair of elements in two vectors.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The resulting vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.BitwiseOr``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector by performing a bitwise Or operation on each pair of elements in two vectors.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The resulting vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConditionalSelect(System.Numerics.Vector{System.Int32},System.Numerics.Vector{System.Single},System.Numerics.Vector{System.Single})">
+      <summary>Creates a new single-precision vector with elements selected between two specified single-precision source vectors based on an integral mask vector.</summary>
+      <param name="condition">The integral mask vector used to drive selection.</param>
+      <param name="left">The first source vector.</param>
+      <param name="right">The second source vector.</param>
+      <returns>The new vector with elements selected based on the mask.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConditionalSelect(System.Numerics.Vector{System.Int64},System.Numerics.Vector{System.Double},System.Numerics.Vector{System.Double})">
+      <summary>Creates a new double-precision vector with elements selected between two specified double-precision source vectors based on an integral mask vector.</summary>
+      <param name="condition">The integral mask vector used to drive selection.</param>
+      <param name="left">The first source vector.</param>
+      <param name="right">The second source vector.</param>
+      <returns>The new vector with elements selected based on the mask.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConditionalSelect``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Creates a new vector of a specified type with elements selected between two specified source vectors of the same type based on an integral mask vector.</summary>
+      <param name="condition">The integral mask vector used to drive selection.</param>
+      <param name="left">The first source vector.</param>
+      <param name="right">The second source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The new vector with elements selected based on the mask.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConvertToDouble(System.Numerics.Vector{System.Int64})">
+      <param name="value"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConvertToDouble(System.Numerics.Vector{System.UInt64})">
+      <param name="value"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConvertToInt32(System.Numerics.Vector{System.Single})">
+      <param name="value"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConvertToInt64(System.Numerics.Vector{System.Double})">
+      <param name="value"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConvertToSingle(System.Numerics.Vector{System.Int32})">
+      <param name="value"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConvertToSingle(System.Numerics.Vector{System.UInt32})">
+      <param name="value"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConvertToUInt32(System.Numerics.Vector{System.Single})">
+      <param name="value"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.ConvertToUInt64(System.Numerics.Vector{System.Double})">
+      <param name="value"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Divide``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose values are the result of dividing the first vector&amp;#39;s elements by the corresponding elements in the second vector.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The divided vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Dot``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns the dot product of two vectors.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The dot product.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Equals(System.Numerics.Vector{System.Double},System.Numerics.Vector{System.Double})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in two specified double-precision vectors are equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Equals(System.Numerics.Vector{System.Int32},System.Numerics.Vector{System.Int32})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in two specified integral vectors are equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Equals(System.Numerics.Vector{System.Int64},System.Numerics.Vector{System.Int64})">
+      <summary>Returns a new vector whose elements signal whether the elements in two specified long integer vectors are equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting long integer vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Equals(System.Numerics.Vector{System.Single},System.Numerics.Vector{System.Single})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in two specified single-precision vectors are equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Equals``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector of a specified type whose elements signal whether the elements in two specified vectors of the same type are equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The resulting vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.EqualsAll``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a value that indicates whether each pair of elements in the given vectors is equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>true if all elements in <paramref name="left">left</paramref> and <paramref name="right">right</paramref> are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.EqualsAny``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a value that indicates whether any single pair of elements in the given vectors is equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>true if any element pair in <paramref name="left">left</paramref> and <paramref name="right">right</paramref> is equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThan(System.Numerics.Vector{System.Double},System.Numerics.Vector{System.Double})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one double-precision floating-point vector are greater than their corresponding elements in a second double-precision floating-point vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThan(System.Numerics.Vector{System.Int32},System.Numerics.Vector{System.Int32})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one integral vector are greater than their corresponding elements in a second integral vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThan(System.Numerics.Vector{System.Int64},System.Numerics.Vector{System.Int64})">
+      <summary>Returns a new long integer vector whose elements signal whether the elements in one long integer vector are greater than their corresponding elements in a second long integer vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting long integer vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThan(System.Numerics.Vector{System.Single},System.Numerics.Vector{System.Single})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one single-precision floating-point vector are greater than their corresponding elements in a second single-precision floating-point vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThan``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose elements signal whether the elements in one vector of a specified type are greater than their corresponding elements in the second vector of the same time.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The resulting vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThanAll``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a value that indicates whether all elements in the first vector are greater than the corresponding elements in the second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>true if all elements in <paramref name="left">left</paramref> are greater than the corresponding elements in <paramref name="right">right</paramref>; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThanAny``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a value that indicates whether any element in the first vector is greater than the corresponding element in the second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>true if any element in <paramref name="left">left</paramref> is greater than the corresponding element in <paramref name="right">right</paramref>; otherwise,  false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThanOrEqual(System.Numerics.Vector{System.Single},System.Numerics.Vector{System.Single})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one vector are greater than or equal to their corresponding elements in the single-precision floating-point second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThanOrEqual(System.Numerics.Vector{System.Int64},System.Numerics.Vector{System.Int64})">
+      <summary>Returns a new long integer vector whose elements signal whether the elements in one long integer vector are greater than or equal to their corresponding elements in the second long integer vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting long integer vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThanOrEqual(System.Numerics.Vector{System.Int32},System.Numerics.Vector{System.Int32})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one integral vector are greater than or equal to their corresponding elements in the second integral vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThanOrEqual(System.Numerics.Vector{System.Double},System.Numerics.Vector{System.Double})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one vector are greater than or equal to their corresponding elements in the second double-precision floating-point vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThanOrEqual``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose elements signal whether the elements in one vector of a specified type are greater than or equal to their corresponding elements in the second vector of the same type.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The resulting vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThanOrEqualAll``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a value that indicates whether all elements in the first vector are greater than or equal to all the corresponding elements in the second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>true if all elements in <paramref name="left">left</paramref> are greater than or equal to the corresponding elements in <paramref name="right">right</paramref>; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.GreaterThanOrEqualAny``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a value that indicates whether any element in the first vector is greater than or equal to the corresponding element in the second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>true if any element in <paramref name="left">left</paramref> is greater than or equal to the corresponding element in <paramref name="right">right</paramref>; otherwise,  false.</returns>
+    </member>
+    <member name="P:System.Numerics.Vector.IsHardwareAccelerated">
+      <summary>Gets a value that indicates whether vector operations are subject to hardware acceleration through JIT intrinsic support.</summary>
+      <returns>true if vector operations are subject to hardware acceleration; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThan(System.Numerics.Vector{System.Double},System.Numerics.Vector{System.Double})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one double-precision floating-point vector are less than their corresponding elements in a second double-precision floating-point vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThan(System.Numerics.Vector{System.Int32},System.Numerics.Vector{System.Int32})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one integral vector are less than their corresponding elements in a second integral vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThan(System.Numerics.Vector{System.Int64},System.Numerics.Vector{System.Int64})">
+      <summary>Returns a new long integer vector whose elements signal whether the elements in one long integer vector are less than their corresponding elements in a second long integer vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting long integer vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThan(System.Numerics.Vector{System.Single},System.Numerics.Vector{System.Single})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one single-precision vector are less than their corresponding elements in a second single-precision vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThan``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector of a specified type whose elements signal whether the elements in one vector are less than their corresponding elements in the second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The resulting vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThanAll``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a value that indicates whether all of the elements in the first vector are less than their corresponding elements in the second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>true if all of the elements in <paramref name="left">left</paramref> are less than the corresponding elements in <paramref name="right">right</paramref>; otherwise,  false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThanAny``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a value that indicates whether any element in the first vector is less than the corresponding element in the second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>true if any element in <paramref name="left">left</paramref> is less than the corresponding element in <paramref name="right">right</paramref>; otherwise,  false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThanOrEqual(System.Numerics.Vector{System.Double},System.Numerics.Vector{System.Double})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one double-precision floating-point vector are less than or equal to their corresponding elements in a second double-precision floating-point vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThanOrEqual(System.Numerics.Vector{System.Int32},System.Numerics.Vector{System.Int32})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one integral vector are less than or equal to their corresponding elements in a second integral vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThanOrEqual(System.Numerics.Vector{System.Int64},System.Numerics.Vector{System.Int64})">
+      <summary>Returns a new long integer vector whose elements signal whether the elements in one long integer vector are less or equal to their corresponding elements in a second long integer vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting long integer vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThanOrEqual(System.Numerics.Vector{System.Single},System.Numerics.Vector{System.Single})">
+      <summary>Returns a new integral vector whose elements signal whether the elements in one single-precision floating-point vector are less than or equal to their corresponding elements in a second single-precision floating-point vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>The resulting integral vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThanOrEqual``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose elements signal whether the elements in one vector are less than or equal to their corresponding elements in the second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The resulting vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThanOrEqualAll``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a value that indicates whether all elements in the first vector are less than or equal to their corresponding elements in the second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>true if all of the elements in <paramref name="left">left</paramref> are less than or equal to the corresponding elements in <paramref name="right">right</paramref>; otherwise,  false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.LessThanOrEqualAny``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a value that indicates whether any element in the first vector is less than or equal to the corresponding element in the second vector.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>true if any element in <paramref name="left">left</paramref> is less than or equal to the corresponding element in <paramref name="right">right</paramref>; otherwise,  false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Max``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose elements are the maximum of each pair of elements in the two given vectors.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The maximum vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Min``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose elements are the minimum of each pair of elements in the two given vectors.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The minimum vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Multiply``1(``0,System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose values are a scalar value multiplied by each of the values of a specified vector.</summary>
+      <param name="left">The scalar value.</param>
+      <param name="right">The vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Multiply``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose values are the product of each pair of elements in two specified vectors.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The product vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Multiply``1(System.Numerics.Vector{``0},``0)">
+      <summary>Returns a new vector whose values are the values of a specified vector each multiplied by a scalar value.</summary>
+      <param name="left">The vector.</param>
+      <param name="right">The scalar value.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Narrow(System.Numerics.Vector{System.Double},System.Numerics.Vector{System.Double})">
+      <param name="source1"></param>
+      <param name="source2"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Narrow(System.Numerics.Vector{System.Int16},System.Numerics.Vector{System.Int16})">
+      <param name="source1"></param>
+      <param name="source2"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Narrow(System.Numerics.Vector{System.Int32},System.Numerics.Vector{System.Int32})">
+      <param name="source1"></param>
+      <param name="source2"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Narrow(System.Numerics.Vector{System.Int64},System.Numerics.Vector{System.Int64})">
+      <param name="source1"></param>
+      <param name="source2"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Narrow(System.Numerics.Vector{System.UInt16},System.Numerics.Vector{System.UInt16})">
+      <param name="source1"></param>
+      <param name="source2"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Narrow(System.Numerics.Vector{System.UInt32},System.Numerics.Vector{System.UInt32})">
+      <param name="source1"></param>
+      <param name="source2"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Narrow(System.Numerics.Vector{System.UInt64},System.Numerics.Vector{System.UInt64})">
+      <param name="source1"></param>
+      <param name="source2"></param>
+      <returns></returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Negate``1(System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose elements are the negation of the corresponding element in the specified vector.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The negated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.OnesComplement``1(System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose elements are obtained by taking the one&amp;#39;s complement of a specified vector&amp;#39;s elements.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The resulting vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.SquareRoot``1(System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose elements are the square roots of a specified vector&amp;#39;s elements.</summary>
+      <param name="value">The source vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The square root vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Subtract``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector whose values are the difference between the elements in the second vector and their corresponding elements in the first vector.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The difference vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector.Widen(System.Numerics.Vector{System.UInt16},System.Numerics.Vector{System.UInt32}@,System.Numerics.Vector{System.UInt32}@)">
+      <param name="source"></param>
+      <param name="dest1"></param>
+      <param name="dest2"></param>
+    </member>
+    <member name="M:System.Numerics.Vector.Widen(System.Numerics.Vector{System.Single},System.Numerics.Vector{System.Double}@,System.Numerics.Vector{System.Double}@)">
+      <param name="source"></param>
+      <param name="dest1"></param>
+      <param name="dest2"></param>
+    </member>
+    <member name="M:System.Numerics.Vector.Widen(System.Numerics.Vector{System.SByte},System.Numerics.Vector{System.Int16}@,System.Numerics.Vector{System.Int16}@)">
+      <param name="source"></param>
+      <param name="dest1"></param>
+      <param name="dest2"></param>
+    </member>
+    <member name="M:System.Numerics.Vector.Widen(System.Numerics.Vector{System.UInt32},System.Numerics.Vector{System.UInt64}@,System.Numerics.Vector{System.UInt64}@)">
+      <param name="source"></param>
+      <param name="dest1"></param>
+      <param name="dest2"></param>
+    </member>
+    <member name="M:System.Numerics.Vector.Widen(System.Numerics.Vector{System.Int16},System.Numerics.Vector{System.Int32}@,System.Numerics.Vector{System.Int32}@)">
+      <param name="source"></param>
+      <param name="dest1"></param>
+      <param name="dest2"></param>
+    </member>
+    <member name="M:System.Numerics.Vector.Widen(System.Numerics.Vector{System.Byte},System.Numerics.Vector{System.UInt16}@,System.Numerics.Vector{System.UInt16}@)">
+      <param name="source"></param>
+      <param name="dest1"></param>
+      <param name="dest2"></param>
+    </member>
+    <member name="M:System.Numerics.Vector.Widen(System.Numerics.Vector{System.Int32},System.Numerics.Vector{System.Int64}@,System.Numerics.Vector{System.Int64}@)">
+      <param name="source"></param>
+      <param name="dest1"></param>
+      <param name="dest2"></param>
+    </member>
+    <member name="M:System.Numerics.Vector.Xor``1(System.Numerics.Vector{``0},System.Numerics.Vector{``0})">
+      <summary>Returns a new vector by performing a bitwise exclusive Or (XOr) operation on each pair of elements in two vectors.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <typeparam name="T">The vector type. T can be any primitive numeric type.</typeparam>
+      <returns>The resulting vector.</returns>
+    </member>
+    <member name="T:System.Numerics.Vector2">
+      <summary>Represents a vector with two single-precision floating-point values.</summary>
+    </member>
+    <member name="M:System.Numerics.Vector2.#ctor(System.Single)">
+      <summary>Creates a new <see cref="T:System.Numerics.Vector2"></see> object whose two elements have the same value.</summary>
+      <param name="value">The value to assign to both elements.</param>
+    </member>
+    <member name="M:System.Numerics.Vector2.#ctor(System.Single,System.Single)">
+      <summary>Creates a vector whose elements have the specified values.</summary>
+      <param name="x">The value to assign to the <see cref="F:System.Numerics.Vector2.X"></see> field.</param>
+      <param name="y">The value to assign to the <see cref="F:System.Numerics.Vector2.Y"></see> field.</param>
+    </member>
+    <member name="M:System.Numerics.Vector2.Abs(System.Numerics.Vector2)">
+      <summary>Returns a vector whose elements are the absolute values of each of the specified vector&amp;#39;s elements.</summary>
+      <param name="value">A vector.</param>
+      <returns>The absolute value vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Add(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Adds two vectors together.</summary>
+      <param name="left">The first vector to add.</param>
+      <param name="right">The second vector to add.</param>
+      <returns>The summed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Clamp(System.Numerics.Vector2,System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Restricts a vector between a minimum and a maximum value.</summary>
+      <param name="value1">The vector to restrict.</param>
+      <param name="min">The minimum value.</param>
+      <param name="max">The maximum value.</param>
+      <returns>The restricted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.CopyTo(System.Single[])">
+      <summary>Copies the elements of the vector to a specified array.</summary>
+      <param name="array">The destination array.</param>
+      <exception cref="T:System.ArgumentNullException"><paramref name="array">array</paramref> is null.</exception>
+      <exception cref="T:System.ArgumentException">The number of elements in the current instance is greater than in the array.</exception>
+      <exception cref="T:System.RankException"><paramref name="array">array</paramref> is multidimensional.</exception>
+    </member>
+    <member name="M:System.Numerics.Vector2.CopyTo(System.Single[],System.Int32)">
+      <summary>Copies the elements of the vector to a specified array starting at a specified index position.</summary>
+      <param name="array">The destination array.</param>
+      <param name="index">The index at which to copy the first element of the vector.</param>
+      <exception cref="T:System.ArgumentNullException"><paramref name="array">array</paramref> is null.</exception>
+      <exception cref="T:System.ArgumentException">The number of elements in the current instance is greater than in the array.</exception>
+      <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="index">index</paramref> is less than zero.  
+ -or-  
+ <paramref name="index">index</paramref> is greater than or equal to the array length.</exception>
+      <exception cref="T:System.RankException"><paramref name="array">array</paramref> is multidimensional.</exception>
+    </member>
+    <member name="M:System.Numerics.Vector2.Distance(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Computes the Euclidean distance between the two given points.</summary>
+      <param name="value1">The first point.</param>
+      <param name="value2">The second point.</param>
+      <returns>The distance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.DistanceSquared(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Returns the Euclidean distance squared between two specified points.</summary>
+      <param name="value1">The first point.</param>
+      <param name="value2">The second point.</param>
+      <returns>The distance squared.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Divide(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Divides the first vector by the second.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector resulting from the division.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Divide(System.Numerics.Vector2,System.Single)">
+      <summary>Divides the specified vector by a specified scalar value.</summary>
+      <param name="left">The vector.</param>
+      <param name="divisor">The scalar value.</param>
+      <returns>The vector that results from the division.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Dot(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Returns the dot product of two vectors.</summary>
+      <param name="value1">The first vector.</param>
+      <param name="value2">The second vector.</param>
+      <returns>The dot product.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Equals(System.Object)">
+      <summary>Returns a value that indicates whether this instance and a specified object are equal.</summary>
+      <param name="obj">The object to compare with the current instance.</param>
+      <returns>true if the current instance and <paramref name="obj">obj</paramref> are equal; otherwise, false. If <paramref name="obj">obj</paramref> is null, the method returns false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Equals(System.Numerics.Vector2)">
+      <summary>Returns a value that indicates whether this instance and another vector are equal.</summary>
+      <param name="other">The other vector.</param>
+      <returns>true if the two vectors are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.GetHashCode">
+      <summary>Returns the hash code for this instance.</summary>
+      <returns>The hash code.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Length">
+      <summary>Returns the length of the vector.</summary>
+      <returns>The vector&amp;#39;s length.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.LengthSquared">
+      <summary>Returns the length of the vector squared.</summary>
+      <returns>The vector&amp;#39;s length squared.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Lerp(System.Numerics.Vector2,System.Numerics.Vector2,System.Single)">
+      <summary>Performs a linear interpolation between two vectors based on the given weighting.</summary>
+      <param name="value1">The first vector.</param>
+      <param name="value2">The second vector.</param>
+      <param name="amount">A value between 0 and 1 that indicates the weight of value2.</param>
+      <returns>The interpolated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Max(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Returns a vector whose elements are the maximum of each of the pairs of elements in two specified vectors.</summary>
+      <param name="value1">The first vector.</param>
+      <param name="value2">The second vector.</param>
+      <returns>The maximized vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Min(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Returns a vector whose elements are the minimum of each of the pairs of elements in two specified vectors.</summary>
+      <param name="value1">The first vector.</param>
+      <param name="value2">The second vector.</param>
+      <returns>The minimized vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Multiply(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Multiplies two vectors together.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The product vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Multiply(System.Numerics.Vector2,System.Single)">
+      <summary>Multiplies a vector by a specified scalar.</summary>
+      <param name="left">The vector to multiply.</param>
+      <param name="right">The scalar value.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Multiply(System.Single,System.Numerics.Vector2)">
+      <summary>Multiplies a scalar value by a specified vector.</summary>
+      <param name="left">The scaled value.</param>
+      <param name="right">The vector.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Negate(System.Numerics.Vector2)">
+      <summary>Negates a specified vector.</summary>
+      <param name="value">The vector to negate.</param>
+      <returns>The negated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Normalize(System.Numerics.Vector2)">
+      <summary>Returns a vector with the same direction as the specified vector, but with a length of one.</summary>
+      <param name="value">The vector to normalize.</param>
+      <returns>The normalized vector.</returns>
+    </member>
+    <member name="P:System.Numerics.Vector2.One">
+      <summary>Gets a vector whose 2 elements are equal to one.</summary>
+      <returns>A vector whose two elements are equal to one (that is, it returns the vector (1,1).</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.op_Addition(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Adds two vectors together.</summary>
+      <param name="left">The first vector to add.</param>
+      <param name="right">The second vector to add.</param>
+      <returns>The summed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.op_Division(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Divides the first vector by the second.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from dividing <paramref name="left">left</paramref> by <paramref name="right">right</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.op_Division(System.Numerics.Vector2,System.Single)">
+      <summary>Divides the specified vector by a specified scalar value.</summary>
+      <param name="value1">The vector.</param>
+      <param name="value2">The scalar value.</param>
+      <returns>The result of the division.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.op_Equality(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Returns a value that indicates whether each pair of elements in two specified vectors is equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>true if <paramref name="left">left</paramref> and <paramref name="right">right</paramref> are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.op_Inequality(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Returns a value that indicates whether two specified vectors are not equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>true if <paramref name="left">left</paramref> and <paramref name="right">right</paramref> are not equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.op_Multiply(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Multiplies two vectors together.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The product vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.op_Multiply(System.Numerics.Vector2,System.Single)">
+      <summary>Multiples the specified vector by the specified scalar value.</summary>
+      <param name="left">The vector.</param>
+      <param name="right">The scalar value.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.op_Multiply(System.Single,System.Numerics.Vector2)">
+      <summary>Multiples the scalar value by the specified vector.</summary>
+      <param name="left">The vector.</param>
+      <param name="right">The scalar value.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.op_Subtraction(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Subtracts the second vector from the first.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from subtracting <paramref name="right">right</paramref> from <paramref name="left">left</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.op_UnaryNegation(System.Numerics.Vector2)">
+      <summary>Negates the specified vector.</summary>
+      <param name="value">The vector to negate.</param>
+      <returns>The negated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Reflect(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Returns the reflection of a vector off a surface that has the specified normal.</summary>
+      <param name="vector">The source vector.</param>
+      <param name="normal">The normal of the surface being reflected off.</param>
+      <returns>The reflected vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.SquareRoot(System.Numerics.Vector2)">
+      <summary>Returns a vector whose elements are the square root of each of a specified vector&amp;#39;s elements.</summary>
+      <param name="value">A vector.</param>
+      <returns>The square root vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Subtract(System.Numerics.Vector2,System.Numerics.Vector2)">
+      <summary>Subtracts the second vector from the first.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The difference vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.ToString">
+      <summary>Returns the string representation of the current instance using default formatting.</summary>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.ToString(System.String)">
+      <summary>Returns the string representation of the current instance using the specified format string to format individual elements.</summary>
+      <param name="format">A  or  that defines the format of individual elements.</param>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.ToString(System.String,System.IFormatProvider)">
+      <summary>Returns the string representation of the current instance using the specified format string to format individual elements and the specified format provider to define culture-specific formatting.</summary>
+      <param name="format">A  or  that defines the format of individual elements.</param>
+      <param name="formatProvider">A format provider that supplies culture-specific formatting information.</param>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Transform(System.Numerics.Vector2,System.Numerics.Matrix3x2)">
+      <summary>Transforms a vector by a specified 3x2 matrix.</summary>
+      <param name="position">The vector to transform.</param>
+      <param name="matrix">The transformation matrix.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Transform(System.Numerics.Vector2,System.Numerics.Matrix4x4)">
+      <summary>Transforms a vector by a specified 4x4 matrix.</summary>
+      <param name="position">The vector to transform.</param>
+      <param name="matrix">The transformation matrix.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.Transform(System.Numerics.Vector2,System.Numerics.Quaternion)">
+      <summary>Transforms a vector by the specified Quaternion rotation value.</summary>
+      <param name="value">The vector to rotate.</param>
+      <param name="rotation">The rotation to apply.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.TransformNormal(System.Numerics.Vector2,System.Numerics.Matrix3x2)">
+      <summary>Transforms a vector normal by the given 3x2 matrix.</summary>
+      <param name="normal">The source vector.</param>
+      <param name="matrix">The matrix.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector2.TransformNormal(System.Numerics.Vector2,System.Numerics.Matrix4x4)">
+      <summary>Transforms a vector normal by the given 4x4 matrix.</summary>
+      <param name="normal">The source vector.</param>
+      <param name="matrix">The matrix.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="P:System.Numerics.Vector2.UnitX">
+      <summary>Gets the vector (1,0).</summary>
+      <returns>The vector (1,0).</returns>
+    </member>
+    <member name="P:System.Numerics.Vector2.UnitY">
+      <summary>Gets the vector (0,1).</summary>
+      <returns>The vector (0,1).</returns>
+    </member>
+    <member name="F:System.Numerics.Vector2.X">
+      <summary>The X component of the vector.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Vector2.Y">
+      <summary>The Y component of the vector.</summary>
+      <returns></returns>
+    </member>
+    <member name="P:System.Numerics.Vector2.Zero">
+      <summary>Returns a vector whose 2 elements are equal to zero.</summary>
+      <returns>A vector whose two elements are equal to zero (that is, it returns the vector (0,0).</returns>
+    </member>
+    <member name="T:System.Numerics.Vector3">
+      <summary>Represents a vector with three  single-precision floating-point values.</summary>
+    </member>
+    <member name="M:System.Numerics.Vector3.#ctor(System.Single)">
+      <summary>Creates a new <see cref="T:System.Numerics.Vector3"></see> object whose three elements have the same value.</summary>
+      <param name="value">The value to assign to all three elements.</param>
+    </member>
+    <member name="M:System.Numerics.Vector3.#ctor(System.Numerics.Vector2,System.Single)">
+      <summary>Creates a   new <see cref="T:System.Numerics.Vector3"></see> object from the specified <see cref="T:System.Numerics.Vector2"></see> object and the specified value.</summary>
+      <param name="value">The vector with two elements.</param>
+      <param name="z">The additional value to assign to the <see cref="F:System.Numerics.Vector3.Z"></see> field.</param>
+    </member>
+    <member name="M:System.Numerics.Vector3.#ctor(System.Single,System.Single,System.Single)">
+      <summary>Creates a vector whose elements have the specified values.</summary>
+      <param name="x">The value to assign to the <see cref="F:System.Numerics.Vector3.X"></see> field.</param>
+      <param name="y">The value to assign to the <see cref="F:System.Numerics.Vector3.Y"></see> field.</param>
+      <param name="z">The value to assign to the <see cref="F:System.Numerics.Vector3.Z"></see> field.</param>
+    </member>
+    <member name="M:System.Numerics.Vector3.Abs(System.Numerics.Vector3)">
+      <summary>Returns a vector whose elements are the absolute values of each of the specified vector&amp;#39;s elements.</summary>
+      <param name="value">A vector.</param>
+      <returns>The absolute value vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Add(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Adds two vectors together.</summary>
+      <param name="left">The first vector to add.</param>
+      <param name="right">The second vector to add.</param>
+      <returns>The summed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Clamp(System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Restricts a vector between a minimum and a maximum value.</summary>
+      <param name="value1">The vector to restrict.</param>
+      <param name="min">The minimum value.</param>
+      <param name="max">The maximum value.</param>
+      <returns>The restricted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.CopyTo(System.Single[])">
+      <summary>Copies the elements of the vector to a specified array.</summary>
+      <param name="array">The destination array.</param>
+      <exception cref="T:System.ArgumentNullException"><paramref name="array">array</paramref> is null.</exception>
+      <exception cref="T:System.ArgumentException">The number of elements in the current instance is greater than in the array.</exception>
+      <exception cref="T:System.RankException"><paramref name="array">array</paramref> is multidimensional.</exception>
+    </member>
+    <member name="M:System.Numerics.Vector3.CopyTo(System.Single[],System.Int32)">
+      <summary>Copies the elements of the vector to a specified array starting at a specified index position.</summary>
+      <param name="array">The destination array.</param>
+      <param name="index">The index at which to copy the first element of the vector.</param>
+      <exception cref="T:System.ArgumentNullException"><paramref name="array">array</paramref> is null.</exception>
+      <exception cref="T:System.ArgumentException">The number of elements in the current instance is greater than in the array.</exception>
+      <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="index">index</paramref> is less than zero.  
+ -or-  
+ <paramref name="index">index</paramref> is greater than or equal to the array length.</exception>
+      <exception cref="T:System.RankException"><paramref name="array">array</paramref> is multidimensional.</exception>
+    </member>
+    <member name="M:System.Numerics.Vector3.Cross(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Computes the cross product of two vectors.</summary>
+      <param name="vector1">The first vector.</param>
+      <param name="vector2">The second vector.</param>
+      <returns>The cross product.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Distance(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Computes the Euclidean distance between the two given points.</summary>
+      <param name="value1">The first point.</param>
+      <param name="value2">The second point.</param>
+      <returns>The distance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.DistanceSquared(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Returns the Euclidean distance squared between two specified points.</summary>
+      <param name="value1">The first point.</param>
+      <param name="value2">The second point.</param>
+      <returns>The distance squared.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Divide(System.Numerics.Vector3,System.Single)">
+      <summary>Divides the specified vector by a specified scalar value.</summary>
+      <param name="left">The vector.</param>
+      <param name="divisor">The scalar value.</param>
+      <returns>The vector that results from the division.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Divide(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Divides the first vector by the second.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector resulting from the division.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Dot(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Returns the dot product of two vectors.</summary>
+      <param name="vector1">The first vector.</param>
+      <param name="vector2">The second vector.</param>
+      <returns>The dot product.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Equals(System.Numerics.Vector3)">
+      <summary>Returns a value that indicates whether this instance and another vector are equal.</summary>
+      <param name="other">The other vector.</param>
+      <returns>true if the two vectors are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Equals(System.Object)">
+      <summary>Returns a value that indicates whether this instance and a specified object are equal.</summary>
+      <param name="obj">The object to compare with the current instance.</param>
+      <returns>true if the current instance and <paramref name="obj">obj</paramref> are equal; otherwise, false. If <paramref name="obj">obj</paramref> is null, the method returns false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.GetHashCode">
+      <summary>Returns the hash code for this instance.</summary>
+      <returns>The hash code.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Length">
+      <summary>Returns the length of this vector object.</summary>
+      <returns>The vector&amp;#39;s length.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.LengthSquared">
+      <summary>Returns the length of the vector squared.</summary>
+      <returns>The vector&amp;#39;s length squared.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Lerp(System.Numerics.Vector3,System.Numerics.Vector3,System.Single)">
+      <summary>Performs a linear interpolation between two vectors based on the given weighting.</summary>
+      <param name="value1">The first vector.</param>
+      <param name="value2">The second vector.</param>
+      <param name="amount">A value between 0 and 1 that indicates the weight of value2.</param>
+      <returns>The interpolated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Max(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Returns a vector whose elements are the maximum of each of the pairs of elements in two specified vectors.</summary>
+      <param name="value1">The first vector.</param>
+      <param name="value2">The second vector.</param>
+      <returns>The maximized vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Min(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Returns a vector whose elements are the minimum of each of the pairs of elements in two specified vectors.</summary>
+      <param name="value1">The first vector.</param>
+      <param name="value2">The second vector.</param>
+      <returns>The minimized vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Multiply(System.Single,System.Numerics.Vector3)">
+      <summary>Multiplies a scalar value by a specified vector.</summary>
+      <param name="left">The scaled value.</param>
+      <param name="right">The vector.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Multiply(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Multiplies two vectors together.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The product vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Multiply(System.Numerics.Vector3,System.Single)">
+      <summary>Multiplies a vector by a specified scalar.</summary>
+      <param name="left">The vector to multiply.</param>
+      <param name="right">The scalar value.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Negate(System.Numerics.Vector3)">
+      <summary>Negates a specified vector.</summary>
+      <param name="value">The vector to negate.</param>
+      <returns>The negated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Normalize(System.Numerics.Vector3)">
+      <summary>Returns a vector with the same direction as the specified vector, but with a length of one.</summary>
+      <param name="value">The vector to normalize.</param>
+      <returns>The normalized vector.</returns>
+    </member>
+    <member name="P:System.Numerics.Vector3.One">
+      <summary>Gets a vector whose 3 elements are equal to one.</summary>
+      <returns>A vector whose three elements are equal to one (that is, it returns the vector (1,1,1).</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.op_Addition(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Adds two vectors together.</summary>
+      <param name="left">The first vector to add.</param>
+      <param name="right">The second vector to add.</param>
+      <returns>The summed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.op_Division(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Divides the first vector by the second.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from dividing <paramref name="left">left</paramref> by <paramref name="right">right</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.op_Division(System.Numerics.Vector3,System.Single)">
+      <summary>Divides the specified vector by a specified scalar value.</summary>
+      <param name="value1">The vector.</param>
+      <param name="value2">The scalar value.</param>
+      <returns>The result of the division.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.op_Equality(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Returns a value that indicates whether each pair of elements in two specified vectors is equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>true if <paramref name="left">left</paramref> and <paramref name="right">right</paramref> are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.op_Inequality(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Returns a value that indicates whether two specified vectors are not equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>true if <paramref name="left">left</paramref> and <paramref name="right">right</paramref> are not equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.op_Multiply(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Multiplies two vectors together.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The product vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.op_Multiply(System.Numerics.Vector3,System.Single)">
+      <summary>Multiples the specified vector by the specified scalar value.</summary>
+      <param name="left">The vector.</param>
+      <param name="right">The scalar value.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.op_Multiply(System.Single,System.Numerics.Vector3)">
+      <summary>Multiples the scalar value by the specified vector.</summary>
+      <param name="left">The vector.</param>
+      <param name="right">The scalar value.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.op_Subtraction(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Subtracts the second vector from the first.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from subtracting <paramref name="right">right</paramref> from <paramref name="left">left</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.op_UnaryNegation(System.Numerics.Vector3)">
+      <summary>Negates the specified vector.</summary>
+      <param name="value">The vector to negate.</param>
+      <returns>The negated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Reflect(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Returns the reflection of a vector off a surface that has the specified normal.</summary>
+      <param name="vector">The source vector.</param>
+      <param name="normal">The normal of the surface being reflected off.</param>
+      <returns>The reflected vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.SquareRoot(System.Numerics.Vector3)">
+      <summary>Returns a vector whose elements are the square root of each of a specified vector&amp;#39;s elements.</summary>
+      <param name="value">A vector.</param>
+      <returns>The square root vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Subtract(System.Numerics.Vector3,System.Numerics.Vector3)">
+      <summary>Subtracts the second vector from the first.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The difference vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.ToString">
+      <summary>Returns the string representation of the current instance using default formatting.</summary>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.ToString(System.String)">
+      <summary>Returns the string representation of the current instance using the specified format string to format individual elements.</summary>
+      <param name="format">A  or  that defines the format of individual elements.</param>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.ToString(System.String,System.IFormatProvider)">
+      <summary>Returns the string representation of the current instance using the specified format string to format individual elements and the specified format provider to define culture-specific formatting.</summary>
+      <param name="format">A  or  that defines the format of individual elements.</param>
+      <param name="formatProvider">A format provider that supplies culture-specific formatting information.</param>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Transform(System.Numerics.Vector3,System.Numerics.Matrix4x4)">
+      <summary>Transforms a vector by a specified 4x4 matrix.</summary>
+      <param name="position">The vector to transform.</param>
+      <param name="matrix">The transformation matrix.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.Transform(System.Numerics.Vector3,System.Numerics.Quaternion)">
+      <summary>Transforms a vector by the specified Quaternion rotation value.</summary>
+      <param name="value">The vector to rotate.</param>
+      <param name="rotation">The rotation to apply.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector3.TransformNormal(System.Numerics.Vector3,System.Numerics.Matrix4x4)">
+      <summary>Transforms a vector normal by the given 4x4 matrix.</summary>
+      <param name="normal">The source vector.</param>
+      <param name="matrix">The matrix.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="P:System.Numerics.Vector3.UnitX">
+      <summary>Gets the vector (1,0,0).</summary>
+      <returns>The vector (1,0,0).</returns>
+    </member>
+    <member name="P:System.Numerics.Vector3.UnitY">
+      <summary>Gets the vector (0,1,0).</summary>
+      <returns>The vector (0,1,0)..</returns>
+    </member>
+    <member name="P:System.Numerics.Vector3.UnitZ">
+      <summary>Gets the vector (0,0,1).</summary>
+      <returns>The vector (0,0,1).</returns>
+    </member>
+    <member name="F:System.Numerics.Vector3.X">
+      <summary>The X component of the vector.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Vector3.Y">
+      <summary>The Y component of the vector.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Vector3.Z">
+      <summary>The Z component of the vector.</summary>
+      <returns></returns>
+    </member>
+    <member name="P:System.Numerics.Vector3.Zero">
+      <summary>Gets a vector whose 3 elements are equal to zero.</summary>
+      <returns>A vector whose three elements are equal to zero (that is, it returns the vector (0,0,0).</returns>
+    </member>
+    <member name="T:System.Numerics.Vector4">
+      <summary>Represents a vector with four single-precision floating-point values.</summary>
+    </member>
+    <member name="M:System.Numerics.Vector4.#ctor(System.Single)">
+      <summary>Creates a new <see cref="T:System.Numerics.Vector4"></see> object whose four elements have the same value.</summary>
+      <param name="value">The value to assign to all four elements.</param>
+    </member>
+    <member name="M:System.Numerics.Vector4.#ctor(System.Numerics.Vector3,System.Single)">
+      <summary>Constructs a new <see cref="T:System.Numerics.Vector4"></see> object from the specified <see cref="T:System.Numerics.Vector3"></see> object and a W component.</summary>
+      <param name="value">The vector to use for the X, Y, and Z components.</param>
+      <param name="w">The W component.</param>
+    </member>
+    <member name="M:System.Numerics.Vector4.#ctor(System.Numerics.Vector2,System.Single,System.Single)">
+      <summary>Creates a   new <see cref="T:System.Numerics.Vector4"></see> object from the specified <see cref="T:System.Numerics.Vector2"></see> object and a Z and a W component.</summary>
+      <param name="value">The vector to use for the X and Y components.</param>
+      <param name="z">The Z component.</param>
+      <param name="w">The W component.</param>
+    </member>
+    <member name="M:System.Numerics.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
+      <summary>Creates a vector whose elements have the specified values.</summary>
+      <param name="x">The value to assign to the <see cref="F:System.Numerics.Vector4.X"></see> field.</param>
+      <param name="y">The value to assign to the <see cref="F:System.Numerics.Vector4.Y"></see> field.</param>
+      <param name="z">The value to assign to the <see cref="F:System.Numerics.Vector4.Z"></see> field.</param>
+      <param name="w">The value to assign to the <see cref="F:System.Numerics.Vector4.W"></see> field.</param>
+    </member>
+    <member name="M:System.Numerics.Vector4.Abs(System.Numerics.Vector4)">
+      <summary>Returns a vector whose elements are the absolute values of each of the specified vector&amp;#39;s elements.</summary>
+      <param name="value">A vector.</param>
+      <returns>The absolute value vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Add(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Adds two vectors together.</summary>
+      <param name="left">The first vector to add.</param>
+      <param name="right">The second vector to add.</param>
+      <returns>The summed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Clamp(System.Numerics.Vector4,System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Restricts a vector between a minimum and a maximum value.</summary>
+      <param name="value1">The vector to restrict.</param>
+      <param name="min">The minimum value.</param>
+      <param name="max">The maximum value.</param>
+      <returns>The restricted vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.CopyTo(System.Single[])">
+      <summary>Copies the elements of the vector to a specified array.</summary>
+      <param name="array">The destination array.</param>
+      <exception cref="T:System.ArgumentNullException"><paramref name="array">array</paramref> is null.</exception>
+      <exception cref="T:System.ArgumentException">The number of elements in the current instance is greater than in the array.</exception>
+      <exception cref="T:System.RankException"><paramref name="array">array</paramref> is multidimensional.</exception>
+    </member>
+    <member name="M:System.Numerics.Vector4.CopyTo(System.Single[],System.Int32)">
+      <summary>Copies the elements of the vector to a specified array starting at a specified index position.</summary>
+      <param name="array">The destination array.</param>
+      <param name="index">The index at which to copy the first element of the vector.</param>
+      <exception cref="T:System.ArgumentNullException"><paramref name="array">array</paramref> is null.</exception>
+      <exception cref="T:System.ArgumentException">The number of elements in the current instance is greater than in the array.</exception>
+      <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="index">index</paramref> is less than zero.  
+ -or-  
+ <paramref name="index">index</paramref> is greater than or equal to the array length.</exception>
+      <exception cref="T:System.RankException"><paramref name="array">array</paramref> is multidimensional.</exception>
+    </member>
+    <member name="M:System.Numerics.Vector4.Distance(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Computes the Euclidean distance between the two given points.</summary>
+      <param name="value1">The first point.</param>
+      <param name="value2">The second point.</param>
+      <returns>The distance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.DistanceSquared(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Returns the Euclidean distance squared between two specified points.</summary>
+      <param name="value1">The first point.</param>
+      <param name="value2">The second point.</param>
+      <returns>The distance squared.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Divide(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Divides the first vector by the second.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector resulting from the division.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Divide(System.Numerics.Vector4,System.Single)">
+      <summary>Divides the specified vector by a specified scalar value.</summary>
+      <param name="left">The vector.</param>
+      <param name="divisor">The scalar value.</param>
+      <returns>The vector that results from the division.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Dot(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Returns the dot product of two vectors.</summary>
+      <param name="vector1">The first vector.</param>
+      <param name="vector2">The second vector.</param>
+      <returns>The dot product.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Equals(System.Numerics.Vector4)">
+      <summary>Returns a value that indicates whether this instance and another vector are equal.</summary>
+      <param name="other">The other vector.</param>
+      <returns>true if the two vectors are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Equals(System.Object)">
+      <summary>Returns a value that indicates whether this instance and a specified object are equal.</summary>
+      <param name="obj">The object to compare with the current instance.</param>
+      <returns>true if the current instance and <paramref name="obj">obj</paramref> are equal; otherwise, false. If <paramref name="obj">obj</paramref> is null, the method returns false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.GetHashCode">
+      <summary>Returns the hash code for this instance.</summary>
+      <returns>The hash code.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Length">
+      <summary>Returns the length of this vector object.</summary>
+      <returns>The vector&amp;#39;s length.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.LengthSquared">
+      <summary>Returns the length of the vector squared.</summary>
+      <returns>The vector&amp;#39;s length squared.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Lerp(System.Numerics.Vector4,System.Numerics.Vector4,System.Single)">
+      <summary>Performs a linear interpolation between two vectors based on the given weighting.</summary>
+      <param name="value1">The first vector.</param>
+      <param name="value2">The second vector.</param>
+      <param name="amount">A value between 0 and 1 that indicates the weight of value2.</param>
+      <returns>The interpolated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Max(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Returns a vector whose elements are the maximum of each of the pairs of elements in two specified vectors.</summary>
+      <param name="value1">The first vector.</param>
+      <param name="value2">The second vector.</param>
+      <returns>The maximized vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Min(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Returns a vector whose elements are the minimum of each of the pairs of elements in two specified vectors.</summary>
+      <param name="value1">The first vector.</param>
+      <param name="value2">The second vector.</param>
+      <returns>The minimized vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Multiply(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Multiplies two vectors together.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The product vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Multiply(System.Numerics.Vector4,System.Single)">
+      <summary>Multiplies a vector by a specified scalar.</summary>
+      <param name="left">The vector to multiply.</param>
+      <param name="right">The scalar value.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Multiply(System.Single,System.Numerics.Vector4)">
+      <summary>Multiplies a scalar value by a specified vector.</summary>
+      <param name="left">The scaled value.</param>
+      <param name="right">The vector.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Negate(System.Numerics.Vector4)">
+      <summary>Negates a specified vector.</summary>
+      <param name="value">The vector to negate.</param>
+      <returns>The negated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Normalize(System.Numerics.Vector4)">
+      <summary>Returns a vector with the same direction as the specified vector, but with a length of one.</summary>
+      <param name="vector">The vector to normalize.</param>
+      <returns>The normalized vector.</returns>
+    </member>
+    <member name="P:System.Numerics.Vector4.One">
+      <summary>Gets a vector whose 4 elements are equal to one.</summary>
+      <returns>Returns <see cref="System.Numerics.Vector4"></see>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.op_Addition(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Adds two vectors together.</summary>
+      <param name="left">The first vector to add.</param>
+      <param name="right">The second vector to add.</param>
+      <returns>The summed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.op_Division(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Divides the first vector by the second.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from dividing <paramref name="left">left</paramref> by <paramref name="right">right</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.op_Division(System.Numerics.Vector4,System.Single)">
+      <summary>Divides the specified vector by a specified scalar value.</summary>
+      <param name="value1">The vector.</param>
+      <param name="value2">The scalar value.</param>
+      <returns>The result of the division.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.op_Equality(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Returns a value that indicates whether each pair of elements in two specified vectors is equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>true if <paramref name="left">left</paramref> and <paramref name="right">right</paramref> are equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.op_Inequality(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Returns a value that indicates whether two specified vectors are not equal.</summary>
+      <param name="left">The first vector to compare.</param>
+      <param name="right">The second vector to compare.</param>
+      <returns>true if <paramref name="left">left</paramref> and <paramref name="right">right</paramref> are not equal; otherwise, false.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.op_Multiply(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Multiplies two vectors together.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The product vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.op_Multiply(System.Numerics.Vector4,System.Single)">
+      <summary>Multiples the specified vector by the specified scalar value.</summary>
+      <param name="left">The vector.</param>
+      <param name="right">The scalar value.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.op_Multiply(System.Single,System.Numerics.Vector4)">
+      <summary>Multiples the scalar value by the specified vector.</summary>
+      <param name="left">The vector.</param>
+      <param name="right">The scalar value.</param>
+      <returns>The scaled vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.op_Subtraction(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Subtracts the second vector from the first.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The vector that results from subtracting <paramref name="right">right</paramref> from <paramref name="left">left</paramref>.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.op_UnaryNegation(System.Numerics.Vector4)">
+      <summary>Negates the specified vector.</summary>
+      <param name="value">The vector to negate.</param>
+      <returns>The negated vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.SquareRoot(System.Numerics.Vector4)">
+      <summary>Returns a vector whose elements are the square root of each of a specified vector&amp;#39;s elements.</summary>
+      <param name="value">A vector.</param>
+      <returns>The square root vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Subtract(System.Numerics.Vector4,System.Numerics.Vector4)">
+      <summary>Subtracts the second vector from the first.</summary>
+      <param name="left">The first vector.</param>
+      <param name="right">The second vector.</param>
+      <returns>The difference vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.ToString">
+      <summary>Returns the string representation of the current instance using default formatting.</summary>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.ToString(System.String)">
+      <summary>Returns the string representation of the current instance using the specified format string to format individual elements.</summary>
+      <param name="format">A  or  that defines the format of individual elements.</param>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.ToString(System.String,System.IFormatProvider)">
+      <summary>Returns the string representation of the current instance using the specified format string to format individual elements and the specified format provider to define culture-specific formatting.</summary>
+      <param name="format">A  or  that defines the format of individual elements.</param>
+      <param name="formatProvider">A format provider that supplies culture-specific formatting information.</param>
+      <returns>The string representation of the current instance.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Transform(System.Numerics.Vector4,System.Numerics.Quaternion)">
+      <summary>Transforms a four-dimensional vector by the specified Quaternion rotation value.</summary>
+      <param name="value">The vector to rotate.</param>
+      <param name="rotation">The rotation to apply.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Transform(System.Numerics.Vector4,System.Numerics.Matrix4x4)">
+      <summary>Transforms a four-dimensional vector by a specified 4x4 matrix.</summary>
+      <param name="vector">The vector to transform.</param>
+      <param name="matrix">The transformation matrix.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Transform(System.Numerics.Vector3,System.Numerics.Quaternion)">
+      <summary>Transforms a three-dimensional vector by the specified Quaternion rotation value.</summary>
+      <param name="value">The vector to rotate.</param>
+      <param name="rotation">The rotation to apply.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Transform(System.Numerics.Vector2,System.Numerics.Matrix4x4)">
+      <summary>Transforms a two-dimensional vector by a specified 4x4 matrix.</summary>
+      <param name="position">The vector to transform.</param>
+      <param name="matrix">The transformation matrix.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Transform(System.Numerics.Vector2,System.Numerics.Quaternion)">
+      <summary>Transforms a two-dimensional vector by the specified Quaternion rotation value.</summary>
+      <param name="value">The vector to rotate.</param>
+      <param name="rotation">The rotation to apply.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="M:System.Numerics.Vector4.Transform(System.Numerics.Vector3,System.Numerics.Matrix4x4)">
+      <summary>Transforms a three-dimensional vector by a specified 4x4 matrix.</summary>
+      <param name="position">The vector to transform.</param>
+      <param name="matrix">The transformation matrix.</param>
+      <returns>The transformed vector.</returns>
+    </member>
+    <member name="P:System.Numerics.Vector4.UnitW">
+      <summary>Gets the vector (0,0,0,1).</summary>
+      <returns>The vector (0,0,0,1).</returns>
+    </member>
+    <member name="P:System.Numerics.Vector4.UnitX">
+      <summary>Gets the vector (1,0,0,0).</summary>
+      <returns>The vector (1,0,0,0).</returns>
+    </member>
+    <member name="P:System.Numerics.Vector4.UnitY">
+      <summary>Gets the vector (0,1,0,0).</summary>
+      <returns>The vector (0,1,0,0)..</returns>
+    </member>
+    <member name="P:System.Numerics.Vector4.UnitZ">
+      <summary>Gets a vector whose 4 elements are equal to zero.</summary>
+      <returns>The vector (0,0,1,0).</returns>
+    </member>
+    <member name="F:System.Numerics.Vector4.W">
+      <summary>The W component of the vector.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Vector4.X">
+      <summary>The X component of the vector.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Vector4.Y">
+      <summary>The Y component of the vector.</summary>
+      <returns></returns>
+    </member>
+    <member name="F:System.Numerics.Vector4.Z">
+      <summary>The Z component of the vector.</summary>
+      <returns></returns>
+    </member>
+    <member name="P:System.Numerics.Vector4.Zero">
+      <summary>Gets a vector whose 4 elements are equal to zero.</summary>
+      <returns>A vector whose four elements are equal to zero (that is, it returns the vector (0,0,0,0).</returns>
+    </member>
+  </members>
+</doc>

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+
+Copyright (c) .NET Foundation and Contributors
+
+All rights reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.

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+.NET Core uses third-party libraries or other resources that may be
+distributed under licenses different than the .NET Core software.
+
+In the event that we accidentally failed to list a required notice, please
+bring it to our attention. Post an issue or email us:
+
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+
+The attached notices are provided for information only.
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+License notice for Slicing-by-8 
+-------------------------------
+
+http://sourceforge.net/projects/slicing-by-8/
+
+Copyright (c) 2004-2006 Intel Corporation - All Rights Reserved
+
+
+This software program is licensed subject to the BSD License,  available at
+http://www.opensource.org/licenses/bsd-license.html.
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+License notice for Unicode data
+-------------------------------
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+http://www.unicode.org/copyright.html#License
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+Copyright © 1991-2017 Unicode, Inc. All rights reserved.
+Distributed under the Terms of Use in http://www.unicode.org/copyright.html.
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+written authorization of the copyright holder.
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+License notice for Zlib 
+-----------------------
+
+https://github.com/madler/zlib
+http://zlib.net/zlib_license.html
+
+/* zlib.h -- interface of the 'zlib' general purpose compression library
+  version 1.2.11, January 15th, 2017
+
+  Copyright (C) 1995-2017 Jean-loup Gailly and Mark Adler
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
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+     in a product, an acknowledgment in the product documentation would be
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+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+
+  Jean-loup Gailly        Mark Adler
+  jloup@gzip.org          madler@alumni.caltech.edu
+
+*/
+
+License notice for Mono
+-------------------------------
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+http://www.mono-project.com/docs/about-mono/
+
+Copyright (c) .NET Foundation Contributors
+
+MIT License
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software  and associated documentation files (the Software), to deal
+in the Software without restriction,  including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense,  and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so,  subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 
+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE 
+LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 
+OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+License notice for International Organization for Standardization
+-----------------------------------------------------------------
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+Portions (C) International Organization for Standardization 1986:
+     Permission to copy in any form is granted for use with
+     conforming SGML systems and applications as defined in
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+
+License notice for Intel
+------------------------
+
+"Copyright (c) 2004-2006 Intel Corporation - All Rights Reserved
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+modification, are permitted provided that the following conditions are met:
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+1. Redistributions of source code must retain the above copyright notice, this
+list of conditions and the following disclaimer.
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+2. Redistributions in binary form must reproduce the above copyright notice,
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+DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
+OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+License notice for Xamarin and Novell
+-------------------------------------
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+Copyright (c) 2015 Xamarin, Inc (http://www.xamarin.com)
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
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+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
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+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+
+Copyright (c) 2011 Novell, Inc (http://www.novell.com)
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
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+in the Software without restriction, including without limitation the rights
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+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
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+all copies or substantial portions of the Software.
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+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+
+Third party notice for W3C
+--------------------------
+
+"W3C SOFTWARE AND DOCUMENT NOTICE AND LICENSE
+Status: This license takes effect 13 May, 2015.
+This work is being provided by the copyright holders under the following license.
+License
+By obtaining and/or copying this work, you (the licensee) agree that you have read, understood, and will comply with the following terms and conditions.
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+The name and trademarks of copyright holders may NOT be used in advertising or publicity pertaining to the work without specific, written prior permission. Title to copyright in this work will at all times remain with copyright holders."
+
+License notice for Bit Twiddling Hacks
+--------------------------------------
+
+Bit Twiddling Hacks
+
+By Sean Eron Anderson
+seander@cs.stanford.edu
+
+Individually, the code snippets here are in the public domain (unless otherwise
+noted) — feel free to use them however you please. The aggregate collection and
+descriptions are © 1997-2005 Sean Eron Anderson. The code and descriptions are
+distributed in the hope that they will be useful, but WITHOUT ANY WARRANTY and
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+
+License notice for Brotli
+--------------------------------------
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+THE SOFTWARE.
+
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+Copyright (c) 2011, Google Inc.
+All rights reserved.
+
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+met:
+
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+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+decode_fuzzer.c:
+Copyright (c) 2015 The Chromium Authors. All rights reserved.
+
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+in the documentation and/or other materials provided with the
+distribution.
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+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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+  <assembly>
+    <name>System.Threading.Tasks.Extensions</name>
+  </assembly>
+  <members>
+    <member name="T:System.Runtime.CompilerServices.ValueTaskAwaiter`1">
+      <typeparam name="TResult"></typeparam>
+    </member>
+    <member name="M:System.Runtime.CompilerServices.ValueTaskAwaiter`1.GetResult">
+      <returns></returns>
+    </member>
+    <member name="P:System.Runtime.CompilerServices.ValueTaskAwaiter`1.IsCompleted">
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+    <member name="T:System.Threading.Tasks.ValueTask`1">
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+
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+
+using Rect = UnityEngine.Rect;
+using UnityEngine.UI;
+
+namespace SLAMUVC
+{
+    [RequireComponent(typeof(UVCInterface))]
+    public class MyUVCManager : MonoBehaviour
+    {
+        //public UVCCameraPixelFormat PixelFormat = UVCCameraPixelFormat.PIXEL_FORMAT_RGBX;
+        public int width = 1280;
+        public int height = 720;
+        public CameraFormat mCameraFormat = CameraFormat.MJPEG;
+        public RawImage rawImage;
+
+        protected UVCInterface _interface;
+        //protected List<string> _devices = new List<string>();
+
+        private string[] resolutions;
+
+        private bool isGetResolutions = false;
+
+        // 滑块的当前值
+        public float sliderValue;
+        // 用于选择当前显示的 UVCCtrl
+
+        private int selectedIndex = 0; // 用于选择当前显示的 UVCCtrl
+        private int sliderStartPos = 100; // 滑块起始 X 坐标
+        private int sliderWidth = 200; // 滑块的宽度
+        private int sliderHeight = 20; // 滑块的高度
+        private int controlHeight = 30; // 控件的高度
+        private int verticalSpacing = 10; // 控件垂直间距
+
+        private int brightnessValue;
+        private int contrastValue;
+        private void Awake()
+        {
+            _interface = GetComponent<UVCInterface>();
+            _interface.systemCameraPermissionHandle += () =>
+            {
+                //授权系统相机之后,初始化红外相机
+                _interface.InitCamera(width, height);
+            };
+        }
+        // Use this for initialization
+        void Start()
+        {
+            //_interface.InitCamera(width, height);
+
+            // 初始化滑块的值
+            sliderValue = 5.0f;
+
+        }
+
+        void Update()
+        {
+
+            if (rawImage != null || rawImage.texture.GetNativeTexturePtr() != _interface.CameraTexture.GetNativeTexturePtr())
+            {
+                rawImage.texture = _interface.CameraTexture;
+                // GameObject cube = GameObject.Find("Cube");
+                // cube.GetComponent<Renderer>().material.mainTexture = _interface.CameraTexture;
+            }
+        }
+        void OnGUI()
+        {
+            int buttonWidth = 200;
+            int buttonHeight = 80;
+            int spacing = 10; // 间距
+            int startX = 10;  // 按钮的起始X坐标
+            int startY = 10;  // 按钮的起始Y坐标
+
+            if (GUI.Button(new Rect(startX, startY, buttonWidth, buttonHeight), "OpenCamera"))
+            {
+                _interface.OpenCamera();
+            }
+
+            if (GUI.Button(new Rect(startX + buttonWidth + spacing, startY, buttonWidth, buttonHeight), "CloseCamera"))
+            {
+                _interface.CloseCamera();
+            }
+
+            if (GUI.Button(new Rect(startX + (buttonWidth + spacing) * 2, startY, buttonWidth, buttonHeight), "GetUvcCtrlList"))
+            {
+                _interface.GetUvcCtrlList();
+            }
+            if (GUI.Button(new Rect(startX + (buttonWidth + spacing) * 2, startY + buttonHeight + spacing, buttonWidth, buttonHeight), "重置参数"))
+            {
+                _interface.resetControlParams();
+            }
+
+
+            if (GUI.Button(new Rect(startX + (buttonWidth + spacing) * 3, startY, buttonWidth, buttonHeight), "水平翻转(H)"))
+            {
+                _interface.FlipHorizontally();
+            }
+
+            if (GUI.Button(new Rect(startX + (buttonWidth + spacing) * 3, startY + buttonHeight + spacing, buttonWidth, buttonHeight), "垂直翻转(V)"))
+            {
+                _interface.FlipVertically();
+            }
+
+
+            bool isPreviewing = _interface.GetIsPreviewing();
+
+            if (isPreviewing)
+            {
+                int offsetY = startY + buttonHeight + spacing;
+
+                if (resolutions == null && !isGetResolutions)
+                {
+                    isGetResolutions = true;
+
+                    resolutions = _interface.GetSupportedResolutions();
+                }
+
+                if (resolutions != null)
+                {
+                    for (int i = 0; i < resolutions.Length; i++)
+                    {
+                        string resolution = resolutions[i];
+                        if (GUI.Button(new Rect(startX, offsetY, buttonWidth * 2 + spacing, buttonHeight), resolution))
+                        {
+                            string[] res = resolution.ToString().Split('x');
+                            width = int.Parse(res[0]);
+                            height = int.Parse(res[1]);
+                            _interface.ChangeCameraInfo(width, height);
+
+                        }
+                        offsetY += buttonHeight + spacing;
+                    }
+                }
+
+
+
+
+
+                int sliderStartPos = startX + (buttonWidth + spacing) * 4 + 50;
+                var uvcCtrls = _interface.UVCCtrls;
+                if (uvcCtrls == null)
+                {
+                    GUI.Label(new Rect(sliderStartPos, 10, 200, 30), "No data available.");
+                    return;
+                }
+
+                int yPos = 50;
+
+                foreach (UVCCtrl uvcCtrl in uvcCtrls)
+                {
+                    GUI.Label(new Rect(sliderStartPos, yPos, 200, 30), $"Name: {uvcCtrl.name}");
+                    yPos += controlHeight + verticalSpacing;
+
+                    // 检查并显示亮度滑块
+                    if (uvcCtrl.name.Equals("PU_BRIGHTNESS", System.StringComparison.OrdinalIgnoreCase))
+                    {
+                        GUI.Label(new Rect(sliderStartPos, yPos, 200, 30), "Brightness");
+                        yPos += controlHeight + verticalSpacing;
+
+                        // 临时变量用于控制亮度滑块
+                        uvcCtrl.value = (int)GUI.HorizontalSlider(new Rect(sliderStartPos, yPos, sliderWidth, sliderHeight), uvcCtrl.value, uvcCtrl.limit[0], uvcCtrl.limit[1]);
+                        yPos += sliderHeight + verticalSpacing;
+                        if (brightnessValue != uvcCtrl.value)
+                        {
+                            brightnessValue = uvcCtrl.value;
+                            SetBrightness(uvcCtrl.value);
+                        }
+                        // 按钮设置亮度
+                        //if (GUI.Button(new Rect(sliderStartPos, yPos, sliderWidth, controlHeight), "Set Brightness"))
+                        //{
+                        //   // uvcCtrl.value = Mathf.RoundToInt(brightnessValue);
+                        //    SetBrightness(uvcCtrl.value);
+                        //}
+                        yPos += controlHeight + verticalSpacing;
+                    }
+                    else if (uvcCtrl.name.Equals("PU_CONTRAST", System.StringComparison.OrdinalIgnoreCase))
+                    {
+                        GUI.Label(new Rect(sliderStartPos, yPos, 200, 30), "Contrast");
+                        yPos += controlHeight + verticalSpacing;
+
+                        // 临时变量用于控制对比度滑块
+                        uvcCtrl.value = (int)GUI.HorizontalSlider(new Rect(sliderStartPos, yPos, sliderWidth, sliderHeight), uvcCtrl.value, uvcCtrl.limit[0], uvcCtrl.limit[1]);
+                        yPos += sliderHeight + verticalSpacing;
+                        if (contrastValue != uvcCtrl.value)
+                        {
+                            contrastValue = uvcCtrl.value;
+                            SetContrast(uvcCtrl.value);
+                        }
+                        // 按钮设置对比度
+                        //if (GUI.Button(new Rect(sliderStartPos, yPos, sliderWidth, controlHeight), "Set Contrast"))
+                        //{
+                        //    //uvcCtrl.value = Mathf.RoundToInt(contrastValue);
+                        //    SetContrast(uvcCtrl.value);
+                        //}
+                        yPos += controlHeight + verticalSpacing;
+                    }
+                }
+
+            }
+        }
+        public void SetBrightness(int value)
+        {
+            _interface.SetBrightness(value);
+        }
+
+        public void SetContrast(int value)
+        {
+            _interface.SetContrast(value);
+        }
+        // Update is called once per frame
+        //void OnGUI()
+        //{
+        //    int offset = 10;
+        //    if (GUI.Button(new Rect(10, offset, 400, 100), "OpenCamera"))
+        //    {
+        //        _interface.OpenCamera();
+        //    }
+        //    if (GUI.Button(new Rect(420, offset, 400, 100), "CloseCamera"))
+        //    {
+        //        _interface.CloseCamera();
+        //    }
+
+        //    bool isPreviewing = _interface.GetIsPreviewing();
+
+        //    if (isPreviewing)
+        //    {
+        //        int offset2 = 10;
+        //        if (GUI.Button(new Rect(220, offset2, 400, 100), "MJPEG"))
+        //        {
+        //            mCameraFormat = CameraFormat.MJPEG;
+        //        }
+
+        //        offset2 += 110;
+        //        if (GUI.Button(new Rect(220, offset2, 400, 100), "YUV"))
+        //        {
+        //            mCameraFormat = CameraFormat.YUV;
+        //        }
+
+        //        // resolutions  
+        //        if(resolutions == null) resolutions = _interface.GetSupportedResolutions();
+
+        //        int offset3 = 10;
+
+        //        if (resolutions != null)
+        //        {
+        //            foreach (var resolution in resolutions)
+        //            {
+        //                if (GUI.Button(new Rect(430, offset3, 400, 100), resolution))
+        //                {
+        //                    string[] res = resolution.ToString().Split('x');
+
+        //                    width = int.Parse(res[0]);
+        //                    height = int.Parse(res[1]);
+
+        //                    _interface.ChangeCameraInfo(width, height, mCameraFormat.ToString());
+        //                }
+        //                offset3 += 110;
+        //            }
+        //        }
+        //    }
+        //}
+    }
+
+}

+ 11 - 0
Assets/InfraredProject/UVC4UnityAndroidPlugin/Scripts/MyUVCManager.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 853e450eab9198e4886baca0ef3b4792
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 425 - 0
Assets/InfraredProject/UVC4UnityAndroidPlugin/Scripts/UVCInterface.cs

@@ -0,0 +1,425 @@
+using UnityEngine;
+using System;
+using System.Collections;
+using System.Runtime.InteropServices;
+using SLAMUVC;
+using UnityEngine.UI;
+using System.Collections.Generic;
+using AOT;
+using System.Threading;
+using UnityEngine.Events;
+using UnityEngine.Android;
+
+namespace SLAMUVC
+{
+	[StructLayout(LayoutKind.Sequential, Pack = 4)]
+	public struct UVCCtrlInfo
+	{
+		public string name;
+		public Int32 current;
+		public Int32 min;
+		public Int32 max;
+		public Int32 def;
+
+		public override string ToString()
+		{
+			return $"{base.ToString()}(name={name},min={min},max={max},def={def},current={current})";
+		}
+	}
+
+	[System.Serializable]
+	public class UVCCtrl
+	{
+		public string name;
+		public bool isAuto;
+		public bool isEnable;
+		public int[] limit;
+		public int value;
+	}
+	[System.Serializable]
+	public class UVCCtrlWrapper
+	{
+		public UVCCtrl[] uvcCtrls;
+	}
+	public enum CameraFormat
+	{
+		MJPEG,
+		YUV,
+	}
+	public enum CameraMirror
+	{
+		NONE,
+		HORIZONTAL,//水平翻转
+		VERTICAL//垂直翻转
+	}
+	public enum UVCCameraPixelFormat
+	{
+		PIXEL_FORMAT_RAW,
+		PIXEL_FORMAT_YUV,
+		PIXEL_FORMAT_NV12, // one format of YUV420SemiPlanar
+		PIXEL_FORMAT_NV21, // one format of YUV420SemiPlanar
+		PIXEL_FORMAT_RGB,
+		PIXEL_FORMAT_RGB565,
+		PIXEL_FORMAT_RGBX
+	}
+	//UVC的管理类
+	public class UVCInterface : MonoBehaviour
+	{
+		private const string UVC_MANAGER = "com.slambb.myuvc.MyUVCManager";
+		//java对象
+		private AndroidJavaObject uvcManagerObj = null;
+
+		CameraFormat mCameraFormat = CameraFormat.MJPEG;
+		CameraMirror mCameraMirror = CameraMirror.VERTICAL;//默认垂直
+		int Width = 1280;
+		int Height = 720;
+		Texture2D _cameraTexture;
+		public Texture2D CameraTexture => _cameraTexture;
+
+		private UVCCtrl[] uvcCtrls;
+		public UVCCtrl[] UVCCtrls => uvcCtrls;
+
+
+		private SynchronizationContext mainContext;
+
+		/// <summary>
+		/// 初始化相机权限成功
+		/// </summary>
+		public CameraPermissionHandle systemCameraPermissionHandle;
+		public delegate void CameraPermissionHandle();
+		/// <summary>
+		/// 纹理更新事件
+		/// </summary>
+		public CameraTextureHandle cameraTextureHandle;
+		public delegate void CameraTextureHandle();
+
+
+
+		private static readonly string ActivityClassName = "com.slambb.myuvc.UsbPermissionActivity";
+
+		//public void RequestUsbPermission()
+		//{
+		//	using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
+		//	{
+		//		AndroidJavaObject activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
+		//		AndroidJavaClass usbPermissionActivity = new AndroidJavaClass(ActivityClassName);
+
+		//		// Start UsbPermissionActivity
+		//		activity.Call("startActivity", usbPermissionActivity.CallStatic<AndroidJavaObject>("newIntent", activity));
+		//	}
+		//}
+
+		void Awake()
+		{
+			try
+			{
+				// 创建 uvcManagerObj 对象
+				uvcManagerObj = new AndroidJavaObject(UVC_MANAGER);
+
+			}
+			catch (Exception e)
+			{
+				Debug.LogError("UVC_MANAGER Exception: " + e.Message);
+			}
+
+			//RequestUsbPermission();
+		}
+
+		void Start()
+		{
+
+			OpenCameraPermisson();
+		}
+
+		private void OnDestroy()
+		{
+			Remove(this);
+			uvcManagerObj.Call("clearCameraHelper");
+
+		}
+		/// <summary>
+		/// 创建一个纹理id到插件
+		/// </summary>
+		private void CreateTextureAndPassToPlugin()
+		{
+			// 销毁纹理
+			if (_cameraTexture != null)
+			{
+				Destroy(_cameraTexture);
+				_cameraTexture = null;
+			}
+			// Create a texture
+			Texture2D tex = new Texture2D(Width, Height, TextureFormat.ARGB32, false);
+			// 设置点过滤,以便我们可以清楚地看到像素
+			tex.filterMode = FilterMode.Point;
+			// 调用Apply(),使其实际上传到GPU
+			tex.Apply();
+			_cameraTexture = tex;
+			//将纹理指针传递给插件
+			SetTexture(tex.GetNativeTexturePtr(), tex.width, tex.height);
+
+			cameraTextureHandle?.Invoke();
+		}
+		//private IEnumerator CallPluginAtEndOfFrames()
+		//{
+		//	while (true)
+		//	{
+		//		//等待所有帧渲染完成
+		//		yield return new WaitForEndOfFrame();
+		//		//发出具有任意整数标识符的插件事件。
+		//		//该插件可以区分不同的
+		//		//它需要根据这个ID做的事情。
+		//		//对于我们的简单插件,我们在这里传递哪个ID并不重要。
+		//		if(GetIsPreviewing()) GL.IssuePluginEvent(GetRenderEventFunc(), 1);
+		//	}
+		//}
+		/// <summary>
+		/// 更新纹理
+		/// </summary>
+		/// <param name="width"></param>
+		/// <param name="height"></param>
+		/// <param name="bUpdate"></param>
+		public void OnTextureUpdate(int width, int height, bool bUpdate)
+		{
+
+			mainContext.Post(__ =>
+			{
+				if (bUpdate)
+				{
+					Debug.Log("创建新纹理:size=[" + width + "," + height + "]");
+					Width = width;
+					Height = height;
+					CreateTextureAndPassToPlugin();
+				}
+				else
+				{
+					GL.IssuePluginEvent(GetRenderEventFunc(), 1);
+				}
+
+			}, null);
+		}
+		public bool GetIsPreviewing()
+		{
+			if (uvcManagerObj != null)
+			{
+				if (uvcManagerObj.Call<int>("GetIsPreviewing") == 1)
+				{
+					return true;
+				}
+			}
+
+			return false;
+		}
+		/// <summary>
+		/// 初始化相机和对应的操作,初始化后会自动打开相机
+		/// </summary>
+		/// <param name="width"></param>
+		/// <param name="height"></param>
+		public void InitCamera(int width, int height)
+		{
+			Width = width;
+			Height = height;
+			uvcManagerObj.Call("initCameraHelper", Width, Height, mCameraFormat.ToString(), mCameraMirror.ToString());
+			//主线程
+			mainContext = SynchronizationContext.Current;
+			//注册c回调
+			Add(this);
+			//mainContext.Post(__ =>
+			//{
+			//	//CreateTextureAndPassToPlugin();
+			//}, null);
+			//StartCoroutine("CallPluginAtEndOfFrames");
+		}
+
+		public void OpenCamera()
+		{
+			uvcManagerObj.Call("OpenCamera");
+		}
+		public void CloseCamera()
+		{
+			uvcManagerObj.Call("CloseCamera");
+		}
+		public void ChangeCameraInfo(int width, int height)
+		{
+			uvcManagerObj.Call("ChangeCameraInfo", width, height, mCameraFormat.ToString());
+		}
+		public string[] GetSupportedResolutions()
+		{
+			if (uvcManagerObj != null)
+			{
+				var objPtr = uvcManagerObj.Call<AndroidJavaObject>("GetSupportedResolutions").GetRawObject();
+
+				if (objPtr != IntPtr.Zero)
+					return AndroidJNIHelper.ConvertFromJNIArray<string[]>(objPtr);
+			}
+
+			return null;
+		}
+
+		/// <summary>
+		/// 水平翻转
+		/// </summary>
+		public void FlipHorizontally()
+		{
+			uvcManagerObj.Call("FlipHorizontally");
+		}
+
+		/// <summary>
+		/// 垂直翻转
+		/// </summary>
+		public void FlipVertically()
+		{
+			uvcManagerObj.Call("FlipVertically");
+		}
+		public void resetControlParams()
+		{
+			uvcManagerObj.Call("resetControlParams");
+		}
+		public void GetUvcCtrlList()
+		{
+
+			if (uvcManagerObj != null)
+			{
+				string json = uvcManagerObj.Call<string>("GetUvcCtrlList");
+
+				UVCCtrlWrapper wrapper = JsonUtility.FromJson<UVCCtrlWrapper>("{\"uvcCtrls\":" + json + "}");
+				if (wrapper != null && wrapper.uvcCtrls != null)
+				{
+
+					//赋值
+					uvcCtrls = wrapper.uvcCtrls;
+
+					//foreach (UVCCtrl ctrl in wrapper.uvcCtrls)
+					//{
+					//	Debug.Log($"name:{ctrl.name}, isAuto: {ctrl.isAuto}, isEnable: {ctrl.isEnable}, limit: {string.Join(", ", ctrl.limit)}, value: {ctrl.value}");
+					//}
+				}
+				else
+				{
+					Debug.LogError("Failed to parse JSON data.");
+				}
+			}
+
+
+		}
+		public void SetBrightness(int value)
+		{
+			uvcManagerObj.Call("SetBrightness", value);
+		}
+		public void SetContrast(int value)
+		{
+			uvcManagerObj.Call("SetContrast", value);
+		}
+
+		public int SetCtrlValue(string type, Int32 value)
+		{
+			int result = -1;
+			if (type == "PU_BRIGHTNESS")
+			{
+				uvcManagerObj.Call("SetBrightness", value);
+				result = 0;
+			}
+			else if (type == "PU_CONTRAST")
+			{
+				uvcManagerObj.Call("SetContrast", value);
+				result = 0;
+			}
+			return result;
+		}
+
+		//--------------------------------------------------------------------------------
+		/**
+		 * 先处理相机权限
+		*/
+		private void OpenCameraPermisson()
+		{
+
+			if (Permission.HasUserAuthorizedPermission(Permission.Camera))
+			{
+				Debug.LogError("HasUserAuthorizedPermission!");
+				systemCameraPermissionHandle?.Invoke();
+				return;
+			}
+
+			bool useCallbacks = true;
+			if (!useCallbacks)
+			{
+				// We do not have permission to use the microphone.
+				// Ask for permission or proceed without the functionality enabled.
+				Permission.RequestUserPermission(Permission.Camera);
+			}
+			else
+			{
+				var callbacks = new PermissionCallbacks();
+				callbacks.PermissionDenied += PermissionCallbacks_PermissionDenied;
+				callbacks.PermissionGranted += PermissionCallbacks_PermissionGranted;
+				callbacks.PermissionDeniedAndDontAskAgain += PermissionCallbacks_PermissionDeniedAndDontAskAgain;
+				Permission.RequestUserPermission(Permission.Camera, callbacks);
+			}
+		}
+
+
+		void PermissionCallbacks_PermissionDenied(string PermissionName)
+		{
+			Debug.LogError($"PermissionCallbacks_PermissionDenied[{PermissionName}]");
+		}
+
+		//本次允许
+		void PermissionCallbacks_PermissionGranted(string PermissionName)
+		{
+			Debug.Log($"PermissionCallbacks_PermissionGranted[{PermissionName}]");
+			systemCameraPermissionHandle?.Invoke();
+		}
+		void PermissionCallbacks_PermissionDeniedAndDontAskAgain(string PermissionName)
+		{
+			Debug.Log($"PermissionCallbacks_PermissionDeniedAndDontAskAgain[{PermissionName}]");
+			systemCameraPermissionHandle?.Invoke();
+		}
+
+		//设置GL纹理
+		[DllImport("TransferTexture")]
+		private static extern void SetTexture(IntPtr texture, int w, int h);
+		//GL渲染事件
+		[DllImport("TransferTexture")]
+		private static extern IntPtr GetRenderEventFunc();
+
+
+		[UnmanagedFunctionPointer(CallingConvention.StdCall)]
+		public delegate void TextureUpdateDelegate(Int32 id, int width, int height, bool bUpdate);
+
+		[DllImport("TransferTexture")]
+		private static extern void RegisterTextureUpdateCallback(Int32 id, TextureUpdateDelegate callback);
+		[DllImport("TransferTexture")]
+		private static extern void UnregisterTextureUpdateCallback(Int32 id, TextureUpdateDelegate callback);
+		//记录MyUVCInterface
+		private static Dictionary<Int32, UVCInterface> mUVCInterfaces = new Dictionary<Int32, UVCInterface>();
+
+		private static TextureUpdateDelegate textureUpdateDelegate;
+		//注册回调事件
+		public static void Add(UVCInterface myUVCInterface)
+		{
+			Int32 id = myUVCInterface.GetHashCode();
+			textureUpdateDelegate = new TextureUpdateDelegate(TextureUpdateHandler);
+			mUVCInterfaces.Add(id, myUVCInterface);
+			RegisterTextureUpdateCallback(id, textureUpdateDelegate);
+		}
+		//移除回调事件
+		public static void Remove(UVCInterface myUVCInterface)
+		{
+			Int32 id = myUVCInterface.GetHashCode();
+			UnregisterTextureUpdateCallback(id, textureUpdateDelegate);
+			mUVCInterfaces.Remove(id);
+		}
+		//数据更新时候回调
+		[MonoPInvokeCallback(typeof(TextureUpdateDelegate))]
+		private static void TextureUpdateHandler(Int32 id, int width, int height, bool bUpdate)
+		{
+			var myUVCInterface = mUVCInterfaces.ContainsKey(id) ? mUVCInterfaces[id] : null;
+			if (myUVCInterface != null)
+			{
+				myUVCInterface.OnTextureUpdate(width, height, bUpdate);
+			}
+		}
+
+	}
+}

+ 11 - 0
Assets/InfraredProject/UVC4UnityAndroidPlugin/Scripts/UVCInterface.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5f1c2725f9e681e4b9141e0214161630
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 430 - 0
Assets/InfraredProject/UVC4UnityAndroidPlugin/Scripts/UVCManager.cs

@@ -0,0 +1,430 @@
+#define ENABLE_LOG
+#define DEBUG
+/*
+ * Copyright (c) 2014 - 2022 t_saki@serenegiant.com 
+ */
+
+using AOT;
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+using System.Threading;
+using UnityEngine;
+#if UNITY_ANDROID && UNITY_2018_3_OR_NEWER
+using UnityEngine.Android;
+using UnityEngine.Events;
+#endif
+
+namespace SLAMUVC
+{
+    [RequireComponent(typeof(UVCInterface))]
+    public class UVCManager : MonoBehaviour
+    {
+        private const string TAG = "UVCManager#";
+
+        //--------------------------------------------------------------------------------
+        public Int32 DefaultWidth = 1280;
+        public Int32 DefaultHeight = 720;
+
+        protected UVCInterface _interface;
+
+        /**
+		 * 保持正在使用的相机信息
+		 */
+        public class CameraInfo
+        {
+            //internal readonly UVCDevice device;
+            internal UVCInterface uvcInterface;
+            internal Texture previewTexture;
+            internal int frameType;
+            internal volatile Int32 activeId;
+            private Int32 currentWidth;
+            private Int32 currentHeight;
+
+            //校准时候使用的分辨率
+            Vector2 CalibrationResolution = new Vector2(1280, 720);//"1280x720"; 
+            //识别的最高分辨率
+            Vector2 HighResolution = new Vector2(320, 240);//"320x240";
+            //识别的最低分辨率
+            Vector2 LowResolution = new Vector2(160, 120);// "160x120";
+            //摄像机参数
+            private Dictionary<string, UVCCtrlInfo> ctrlInfos = new Dictionary<string, UVCCtrlInfo>();
+            //当前摄像机分辨率
+            private Dictionary<string, Vector2> resolutionInfos = new Dictionary<string, Vector2>();
+
+            //PC测试用
+            internal CameraInfo(Texture texture)
+            {
+                // this.device = null;
+                activeId = 1;
+                previewTexture = texture;
+                SetSize(texture.width, texture.height);
+            }
+            internal CameraInfo(UVCInterface _uvcInterface)
+            {
+                this.uvcInterface = _uvcInterface;
+            }
+            /**
+             * 是否正在获取图像
+             */
+            public bool IsPreviewing
+            {
+                get { return (activeId != 0) && (previewTexture != null); }
+            }
+
+            /**
+             * 当前分辨率(宽度)
+             * 如果不在预览中则为0
+             */
+            public Int32 CurrentWidth
+            {
+                get { return currentWidth; }
+            }
+
+            /**
+             * 当前分辨率(高度)
+             * 如果不在预览中则为0
+             */
+            public Int32 CurrentHeight
+            {
+                get { return currentHeight; }
+            }
+            /**
+             * 返回一个尺寸
+             */
+            public Vector2 Size => new Vector2(currentWidth, currentHeight);
+            public Vector2Int IndexToCoord(int i)
+            {
+                var y = i / currentWidth;
+                var x = i % currentWidth;
+                return new Vector2Int(x, y);
+            }
+
+            public int CoordToIndex(int x, int y)
+            {
+                return y * currentWidth + x;
+            }
+            /**
+             * 修改当前分辨率
+             * @param width
+             * @param height
+             */
+            internal bool SetSize(Int32 width, Int32 height)
+            {
+                bool bChange = false;
+                if (width != currentWidth || height != currentHeight)
+                {
+                    bChange = true;
+                    currentWidth = width;
+                    currentHeight = height;
+                }
+                Debug.Log("CameraInfo设置SetSize,大小变化:" + bChange + ",Size:[" + width + "," + height + "]");
+                return bChange;
+            }
+            /**
+             * 当前默认分辨率
+             */
+            public Vector2 CurrentCalibrationResolution
+            {
+                get { return CalibrationResolution; }
+            }
+            /**
+             * 当前默认校准时候高分辨率
+             */
+            public Vector2 CurrentHighResolution
+            {
+                get { return HighResolution; }
+            }
+            /**
+             * 当前默认最低分辨率
+             */
+            public Vector2 CurrentLowResolution
+            {
+                get { return LowResolution; }
+            }
+            /**
+              * 修改相机的分辨率,相机分辨率修改成功回调后才修改 本地分辨率
+              * @param width
+              * @param height
+              */
+            internal bool SetCameraSize(Int32 width, Int32 height)
+            {
+                bool bChange = false;
+                if (width != currentWidth || height != currentHeight)
+                {
+                    bChange = true;
+                    uvcInterface.ChangeCameraInfo(width, height);
+                }
+                return bChange;
+            }
+            /**
+             * 更新支持的分辨率
+             */
+            public void UpdateResolution()
+            {
+                string[] resolutions = uvcInterface.GetSupportedResolutions();
+                resolutionInfos.Clear();
+                //resolutions 数组是从大到小
+                for (int i = 0; i < resolutions.Length; i++)
+                {
+                    string resolution = resolutions[i];
+                    string[] res = resolution.ToString().Split('x');
+                    resolutionInfos.Add(resolution, new Vector2(int.Parse(res[0]), int.Parse(res[1])));
+                }
+            }
+
+
+            /**
+            * 获取分辨率的key: 1280 * 720
+            */
+            public List<string> GetResolutionsStrs()
+            {
+                return new List<string>(resolutionInfos.Keys);
+            }
+
+            /**
+             * 获取分辨率的values:Vector2(1280,720)
+             */
+            public List<Vector2> GetResolutionsVec2s()
+            {
+                return new List<Vector2>(resolutionInfos.Values);
+            }
+            /**
+             * 是否存在分辨率
+             */
+            public bool ContainsResulutionKey(string type)
+            {
+                return resolutionInfos.ContainsKey(type);
+            }
+
+            /**
+             * 更新支持的 UVC 控制/处理功能信息
+             */
+            public void UpdateCtrls()
+            {
+                uvcInterface.GetUvcCtrlList();
+                ctrlInfos.Clear();
+                foreach (UVCCtrl ctrl in uvcInterface.UVCCtrls)
+                {
+                    // Debug.Log($"name:{ctrl.name}, isAuto: {ctrl.isAuto}, isEnable: {ctrl.isEnable}, limit: {string.Join(", ", ctrl.limit)}, value: {ctrl.value}");
+                    ctrlInfos.Add(ctrl.name,
+                    new UVCCtrlInfo
+                    {
+                        name = ctrl.name,
+                        current = ctrl.value,
+                        min = ctrl.limit != null && ctrl.limit.Length > 0 ? ctrl.limit[0] : 0,
+                        max = ctrl.limit != null && ctrl.limit.Length > 1 ? ctrl.limit[1] : 0,
+                        def = ctrl.limit != null && ctrl.limit.Length > 2 ? ctrl.limit[2] : 0
+                    });
+                }
+            }
+
+            /**
+             * 获取支持的 UVC 控制/处理功能的类型列表
+             */
+            public List<string> GetCtrls()
+            {
+                return new List<string>(ctrlInfos.Keys);
+            }
+
+            /**
+             * 获取指定 UVC 控制/处理功能的信息
+             * @param type
+             * @return UVCCtrlInfo
+             * @throws ArgumentOutOfRangeException
+             */
+            public UVCCtrlInfo GetInfo(string type)
+            {
+                if (ctrlInfos.ContainsKey(type))
+                {
+                    return ctrlInfos.GetValueOrDefault(type, new UVCCtrlInfo());
+                }
+                else
+                {
+                    throw new ArgumentOutOfRangeException($"不支持的控制类型{type:X}");
+                }
+            }
+
+            public bool ContainsKey(string type)
+            {
+                return ctrlInfos.ContainsKey(type);
+            }
+            /**
+             * 获取 UVC 控制/处理功能的设置值
+             * @param type
+             * @return 变更后的值
+             * @throws ArgumentOutOfRangeException
+             * @throws Exception
+             */
+            public Int32 GetValue(string type)
+            {
+                if (ctrlInfos.ContainsKey(type))
+                {
+                    var r = ctrlInfos.GetValueOrDefault(type, new UVCCtrlInfo());
+                    if (r.name != null)
+                    {
+                        return r.current;
+                    }
+                    else
+                    {
+                        throw new Exception($"获取控制值失败,type={type},err={r}");
+                    }
+                }
+                else
+                {
+                    throw new ArgumentOutOfRangeException($"不支持的控制类型{type:X}");
+                }
+            }
+
+            /**
+             * 修改 UVC 控制/处理功能的设置
+             * @param type
+             * @param value
+             * @return 变更后的值
+             * @throws ArgumentOutOfRangeException
+             * @throws Exception
+             */
+            public Int32 SetValue(string type, Int32 value)
+            {
+                if (ctrlInfos.ContainsKey(type))
+                {
+                    var r = uvcInterface.SetCtrlValue(type, value);
+                    if (r == 0)
+                    {
+                        UpdateCtrls(); // 同步刷列表
+                        var info = ctrlInfos.GetValueOrDefault(type, new UVCCtrlInfo());
+                        info.current = value;
+                        ctrlInfos[type] = info;
+                        return value;
+                    }
+                    else
+                    {
+                        Debug.LogError($"设置控制值失败,type={type},err={r}");
+                    }
+                }
+                else
+                {
+                    Debug.LogError($"不支持的控制类型{type:X}");
+                }
+                return 0;
+            }
+
+            public override string ToString()
+            {
+                return $"{base.ToString()}({currentWidth}x{currentHeight},activeId={activeId},IsPreviewing={IsPreviewing})";
+            }
+
+        } // CameraInfo
+
+        /**
+         * 获取映像中的 UVC 设备映射
+         */
+        private CameraInfo cameraInfo;
+
+        /// <summary>
+        /// 开始事件
+        /// </summary>
+        [HideInInspector]
+        public UnityEvent<CameraInfo> startUVCManager;
+        /// <summary>
+        /// 更新事件
+        /// </summary>
+        [HideInInspector]
+        public UnityEvent<bool> updateUVCManager;
+
+        private bool bInit = false;
+
+        private void Awake()
+        {
+            _interface = GetComponent<UVCInterface>();
+            _interface.systemCameraPermissionHandle += () =>
+            {
+                //授权系统相机之后,初始化红外相机
+                initUVCManagerCamera();
+            };
+        }
+        private void Start()
+        {
+            //initUVCManagerCamera();
+        }
+        /// <summary>
+        /// 初始化相机系统
+        /// </summary>
+        public void initUVCManagerCamera()
+        {
+            //初始化相机,连接设备时候自动开启渲染
+            _interface.InitCamera(DefaultWidth, DefaultHeight);
+            _interface.cameraTextureHandle += () =>
+            {
+                var info = GetCamera();
+                //bChange反馈是否变化宽高
+                bool bChange = info.SetSize(_interface.CameraTexture.width, _interface.CameraTexture.height);
+                info.previewTexture = _interface.CameraTexture;
+                info.activeId = 1;
+                if (bInit)
+                {
+                    //之后的触发的重新创建纹理更新
+                    updateUVCManager?.Invoke(bChange);
+                }
+                else
+                {
+                    /**
+                     * 第一次更新触发初始化
+                     */
+                    info.UpdateCtrls();//获取摄像机参数
+                    info.UpdateResolution();//获取摄像机分辨率
+                    startUVCManager?.Invoke(info);
+                   // StartCoroutine(DelayGetInfo(info));
+                }
+                bInit = true;
+            };
+
+        }
+        /// <summary>
+        /// 延迟一下获取操作参数
+        /// </summary>
+        /// <param name="info"></param>
+        /// <returns></returns>
+        //IEnumerator DelayGetInfo(CameraInfo info)
+        //{
+        //    yield return new WaitForSecondsRealtime(0.5f);
+          
+        //}
+        /// <summary>
+        /// 开启渲染
+        /// </summary>
+        public void onStartPreview()
+        {
+            _interface.OpenCamera();
+        }
+        /// <summary>
+        /// 停止渲染
+        /// </summary>
+        public void onStopPreview()
+        {
+            _interface.CloseCamera();
+            //重置cameraInfo的参数
+            var info = GetCamera();
+            info.SetSize(0, 0);
+            info.previewTexture = null;
+            info.activeId = 0;
+        }
+
+        /**
+         * 获取与指定的 UVC 识别字符串对应的 CameraInfo
+         * @param device
+         * @return 如果已注册,则返回 CameraInfo;如果未注册,则返回 New CameraInfo
+         */
+        /*Nullable*/
+        private CameraInfo GetCamera()
+        {
+            if (cameraInfo == null)
+                cameraInfo = new CameraInfo(_interface);
+            return cameraInfo;
+        }
+
+
+    }
+}

+ 11 - 0
Assets/InfraredProject/UVC4UnityAndroidPlugin/Scripts/UVCManager.cs.meta

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+ 304 - 0
Assets/InfraredProject/UVC4UnityAndroidPlugin/UITest.cs

@@ -0,0 +1,304 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using SLAMUVC;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Android;
+
+public class UITest : MonoBehaviour
+{
+    public GameObject togglePrefab; // 拖入一个Toggle预设体
+
+    public GameObject sliderPrefab; // 拖入一个Slider预设体
+    public GameObject spawnPoint;
+
+    public UVCManager mUVCManager;
+    public UVCManager.CameraInfo cameraInfo;
+
+
+    [SerializeField] Dropdown _dropdownResolution;
+
+
+    //自动曝光
+    bool bAutoAE = false;
+    Slider CTRLAEABSSlider; 
+    //PU_BRIGHTNESS(亮度)
+    //PU_CONTRAST(对比度)
+    //PU_HUE(色调)
+    //PU_SATURATION(饱和度)
+    //PU_SHARPNESS(锐度)
+    //PU_GAMMA(伽玛)
+    //PU_WB_TEMP(白平衡温度)
+    //PU_WB_COMPO(白平衡分量)
+    //PU_BACKLIGHT(背光补偿)
+    //PU_GAIN(增益)
+    //PU_POWER_LF(电源线频率)
+    //PU_HUE_AUTO(色相,自动)
+    //PU_WB_TEMP_AUTO(白平衡温度,自动)
+    //PU_WB_COMPO_AUTO(白平衡分量,自动)
+    //PU_DIGITAL_MULT(数字乘法器)
+    //PU_DIGITAL_LIMIT(数字乘数限制)
+    //PU_AVIDEO_STD(模拟视频标准)
+    //PU_AVIDEO_LOCK(模拟视频锁定状态)
+    //PU_CONTRAST_AUTO(对比度,自动)
+    string[] sliderNameArray = new string[]{
+        "自动曝光模式",
+        "曝光时间(绝对)",
+
+        "亮度", //
+        "对比度",
+        "色调",
+        "饱和度",
+        "锐度",
+        "白平衡温度",
+        //"白平衡分量",
+        "伽玛",
+        "背光补偿",
+        "增益" };
+
+    string[] sliderStrArray = new string[]{
+        "CTRL_AE",
+        "CTRL_AE_ABS",
+
+        "PU_BRIGHTNESS",
+        "PU_CONTRAST",
+        "PU_HUE",
+        "PU_SATURATION",
+        "PU_SHARPNESS",
+        "PU_GAMMA",
+        "PU_WB_TEMP",
+        //"PU_WB_COMPO",
+        "PU_BACKLIGHT",
+        "PU_GAIN" };
+
+    public void initSlider()
+    {
+
+        for (int i = 0; i < sliderStrArray.Length; i++)
+        {
+            string typeStr = sliderStrArray[i];
+           // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
+            //不支持的,跳过
+            bool bContains = cameraInfo.ContainsKey(typeStr);
+            if (!bContains) continue;
+            if (typeStr == "CTRL_AE")
+            {
+                //如果是自动曝光,使用toggle 选择
+                GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
+                toggleObject.SetActive(true);
+                Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
+                labelObj.text = sliderNameArray[i];
+                Toggle toggle = toggleObject.GetComponent<Toggle>();
+
+                UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
+                bAutoAE = _AEInfo.def == 8 ? true : false;
+
+                toggle.onValueChanged.AddListener((bool bValue) =>
+                {
+                    if (typeStr == "CTRL_AE")
+                    {
+                        //开关控制是否自动曝光
+                        bAutoAE = bValue;
+                        if(CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
+                        int _value = bValue ? 8 : 1;
+                        //Debug.Log("_value " + _value);
+                        cameraInfo.SetValue(typeStr, _value);
+                    }
+
+                });
+            }
+            else
+            {
+                //其余使用slider
+                GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
+                sliderObject.SetActive(true);
+                Slider slider = sliderObject.GetComponent<Slider>();
+
+                if (typeStr == "CTRL_AE_ABS") {
+                    CTRLAEABSSlider = slider;
+                    slider.interactable = !bAutoAE;
+                }
+
+                Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
+                Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
+                titleTextObj.text = sliderNameArray[i];//类型名字
+                if (slider != null)
+                {
+
+                    UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
+                    slider.minValue = _UVCCtrlInfo.min;
+                    slider.maxValue = _UVCCtrlInfo.max;
+                    slider.wholeNumbers = true; 
+                    slider.value = _UVCCtrlInfo.def;
+                    // 可以添加更多的配置,例如添加监听事件等
+                    textObj.text = _UVCCtrlInfo.def + "";
+
+                    //如果有存储到初始值,设置一次
+                    //cameraInfo.SetValue(BRIGHTNESS_VALUE, xxx);
+
+                    slider.onValueChanged.AddListener((newValue) =>
+                    {
+                        var _value = Mathf.FloorToInt(newValue);
+                        textObj.text = _value + "";
+                        //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
+                        cameraInfo.SetValue(typeStr, _value);
+                    });
+                }
+            }
+        }
+    }
+
+    public void getDevices()
+    {
+        //List<UVCManager.CameraInfo> cameraInfos = mUVCManager.GetAttachedDevices();
+        //for (int i = 0; i < cameraInfos.Count; i++)
+        //{
+        //    Debug.Log("Device Name " + i + ":" + cameraInfos[i].DeviceName);
+        //}
+        //cameraInfo = cameraInfos[0];
+    }
+    void Awake()
+    {
+
+        //if (mUVCDrawer)
+        //    mUVCDrawer.StartPreviewAction += UVCIsReady;
+
+
+
+        _dropdownResolution.onValueChanged.AddListener(v =>
+        {
+            SetResolution(v);
+        });
+    }
+
+    void OnDestroy()
+    {
+        //if (mUVCDrawer)
+        //    mUVCDrawer.StartPreviewAction -= UVCIsReady;
+    }
+    //public void OnInitUVCManager()
+    //{
+    //    mUVCManager.onStartUVCManager();
+    //}
+
+    //public void onStartView() {
+    //    mUVCManager.onStartPreview(cameraInfo.device);
+    //}
+    //public void onStopView()
+    //{
+    //    mUVCManager.onStopPreview(cameraInfo.device);
+    //}
+    /**
+     * UVC機器とのネゴシエーション時に
+     * H.264を優先してネゴシエーションするかどうか
+     * Android実機のみ有効
+     * true:	H.264 > MJPEG > YUV
+     * false:	MJPEG > H.264 > YUV
+     */
+    public bool PreferH264 = false;
+    private const int FRAME_TYPE_MJPEG = 0x000007;
+    private const int FRAME_TYPE_H264 = 0x000014;
+    void SetResolution(int optionIndex)
+    {
+        _dropdownResolution.SetValueWithoutNotify(optionIndex);
+        switch (optionIndex)
+        {
+            case 0:
+                Resize(1280, 960);
+                break;
+            case 1:
+                Resize(1280, 720);
+                break;
+            case 2:
+                Resize(640, 480);
+                break;
+            case 3:
+                Resize(640, 360);
+                break;
+            case 4:
+                Resize(320, 240);
+                break;
+        }
+    }
+    void Resize(int width,int height) {
+        if (cameraInfo == null) return;
+        int[] frameTypes = {
+                    PreferH264 ? FRAME_TYPE_H264 : FRAME_TYPE_MJPEG,
+                    PreferH264 ? FRAME_TYPE_MJPEG : FRAME_TYPE_H264,
+                };
+        foreach (var frameType in frameTypes)
+        {
+            Debug.Log("Resize frameType:" + frameType + " = " + width + " : "+ height);
+            //if (UVCManager.onResize(cameraInfo.device.id, frameType, width, height) == 0)
+            //{
+            //    Debug.Log("frameType:" + frameType);
+            //    break;
+            //}
+        }
+    }
+
+    public void UVCIsReady(Texture texture)
+    {
+        getDevices();
+
+
+        //Dictionary<UInt64, UVCCtrlInfo> keyValuePairs = cameraInfo.getCtrlInfos();
+        //foreach (KeyValuePair<UInt64, UVCCtrlInfo> kvp in keyValuePairs)
+        //{
+        //    Debug.Log($"Key: {kvp.Key}, Value: {kvp.Value}");
+        //}
+
+        //List<UInt64> list = cameraInfo.GetCtrls();
+        //for (int i = 0; i < list.Count; i++)
+        //{
+        //    int value = cameraInfo.GetValue(list[i]);
+
+        //    UVCCtrlInfo uVCCtrlInfo = cameraInfo.GetInfo(list[i]);
+
+        //    Debug.Log(i + "= Ctrls:" + list[i] + ",Value:" + value + ",info:" + uVCCtrlInfo.ToString());
+        //}
+
+        //Int32 value = cameraInfo.GetValue(0x00000001);
+        //Debug.Log("Brightness:"+value);
+
+        initSlider();
+    }
+
+    public void permission() {
+        // 检查权限
+        bool bCamera = Permission.HasUserAuthorizedPermission(Permission.Camera);
+        Debug.Log("bCamera:"+ bCamera);
+        if (!bCamera)
+        {
+            // 请求权限
+            Permission.RequestUserPermission(Permission.Camera);
+        }
+
+    }
+
+
+    public void OpenAppSettings()
+    {
+        AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
+        AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
+
+        AndroidJavaObject intent = new AndroidJavaObject("android.content.Intent",
+            "android.settings.APPLICATION_DETAILS_SETTINGS");
+        AndroidJavaObject uri = new AndroidJavaClass("android.net.Uri").CallStatic<AndroidJavaObject>("fromParts",
+            "package", currentActivity.Call<string>("getPackageName"), null);
+        intent.Call<AndroidJavaObject>("setData", uri);
+        currentActivity.Call("startActivity", intent);
+    }
+    // Start is called before the first frame update
+    void Start()
+    {
+
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+
+    }
+}

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Assets/InfraredProject/WebCamera/Script.meta

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+ 243 - 0
Assets/InfraredProject/WebCamera/Script/PcWebCamera.cs

@@ -0,0 +1,243 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+
+// using AndroidJavaClass = UnityEngine.AndroidJNI.AndroidJavaClass;
+// using AndroidJavaObject = UnityEngine.AndroidJNI.AndroidJavaObject;
+
+public class PcWebCamera : MonoBehaviour
+{
+    public int cameraIndex = 0;
+    public int width = 320;
+    public int height = 240;
+    public int fps = 30;
+    public string deviceName;
+
+    private WebCamTexture _webCamTexture;
+    public WebCamTexture webCamTexture { get => _webCamTexture; set => _webCamTexture = value; }
+    public Vector2 Size => new Vector2(width, height);
+
+    public float brightness = 0.0f; // 亮度调整值,范围 -1.0 到 1.0
+    public float contrast = 1.0f;   // 对比度调整值,范围 0.0 到 2.0
+
+
+    private void Awake()
+    {
+        SceneManager.sceneLoaded += OnSceneLoaded;
+    }
+    private IEnumerator Start()
+    {
+        yield return new WaitForEndOfFrame();
+        OnClick_Open();
+    }
+    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
+    {
+        Debug.Log("Scene Loaded: " + scene.name);
+        Debug.Log("Load Scene Mode: " + mode);
+        // 在场景加载时执行的代码
+        //if (BluetoothAim.ins && (BluetoothAim.ins.isMainConnectToHOUYIPRO() || BluetoothAim.ins.isMainConnectToGun()))
+        //{
+        //    StartCoroutine(RestartWebCam());
+        //}
+        //else if (scene.name == "Home") {
+        //    //没连接设备时候,如果跳回home页面,设置一次
+        //    StartCoroutine(RestartWebCam());
+        //}
+    }
+    IEnumerator RestartWebCam()
+    {
+        yield return new WaitForSecondsRealtime(1); // 延迟 x 秒重启 WebCamTexture
+        if (_webCamTexture != null)
+        {
+            _webCamTexture.Stop();
+            _webCamTexture.Play();
+        }
+    }
+
+    private void Update()
+    {
+        //if (_webCamTexture)
+        //{
+        //    width = _webCamTexture.width;
+        //    height = _webCamTexture.height;
+        //    fps = (int)_webCamTexture.requestedFPS;
+
+        //}
+        if (_webCamTexture && _webCamTexture.didUpdateThisFrame)
+        {
+            width = _webCamTexture.width;
+            height = _webCamTexture.height;
+            fps = (int)_webCamTexture.requestedFPS;
+
+            AdjustTexture();
+            ScreenLocate.Main.setUVCTexture = adjustedTexture;
+           // rawImage.texture = ScreenLocate.Main.getUVCTexture;
+        }
+
+    }
+
+    public Vector2Int IndexToCoord(int i)
+    {
+        var y = i / width;
+        var x = i % width;
+        return new Vector2Int(x, y);
+    }
+
+    public int CoordToIndex(int x, int y)
+    {
+        return y * width + x;
+    }
+
+    public void OnClick_Open()
+    {
+
+        if (_webCamTexture != null)
+        {
+            Debug.LogError("开启失败,请先关闭正在使用的摄像头!");
+            return;
+        }
+        if (Application.HasUserAuthorization(UserAuthorization.WebCam))
+        {
+            WebCamDevice[] devices = WebCamTexture.devices;
+            for (int i = 0; i < devices.Length; i++)
+            {
+                Debug.Log("devices[" + i + "].name:" + devices[i].name);
+            }
+            if (devices.Length == 0)
+            {
+                Debug.LogError("开启失败,没找到可用的摄像头!");
+                return;
+            }
+            if (devices.Length < cameraIndex + 1)
+            {
+                Debug.LogError("开启失败,没有对应序号的摄像头!");
+                return;
+            }
+            deviceName = devices[cameraIndex].name;
+            StartCoroutine(DetectResolutions());
+            //Debug.Log("PCWebCamera fps:" + fps + ",size:[" + width + "," + height + "]");
+            //_webCamTexture = new WebCamTexture(deviceName, width, height, fps);
+            //_webCamTexture.Play();
+            //Debug.Log("PCWebCamera成功开启摄像头name:" + deviceName + ",size:[" + _webCamTexture.width + "," + _webCamTexture.height + "]");
+            //// 创建一个 Texture2D 用于存储调整后的图像
+            ////adjustedTexture = new Texture2D(_webCamTexture.width, _webCamTexture.height);
+            //ScreenLocate.Main.WebCamIsReady(_webCamTexture);
+
+        }
+        else
+        {
+            Debug.LogError("开启失败,用户未授予摄像头权限!");
+        }
+    }
+    private int[] widths = { 320, 160 };
+    private int[] heights = { 240, 120 };
+    private List<Resolution> supportedResolutions = new List<Resolution>();
+
+    private IEnumerator DetectResolutions()
+    {
+        for (int i = 0; i < 2; i++)
+        {
+            int _width = widths[i], _height = heights[i];
+            _webCamTexture = new WebCamTexture(deviceName, _width, _height, fps);
+            _webCamTexture.Play();
+
+            // Wait for a short time to let the webcam initialize
+            yield return new WaitForSeconds(2);
+
+            if (_webCamTexture.width > 16 && _webCamTexture.height > 16)
+            {
+                Debug.Log("Supported resolution: " + _webCamTexture.width + " x " + _webCamTexture.height);
+                supportedResolutions.Add(new Resolution { width = _webCamTexture.width, height = _webCamTexture.height });
+            }
+            else
+            {
+                Debug.Log("Resolution not supported: " + width + " x " + height);
+            }
+
+            _webCamTexture.Stop();
+            yield return null;
+        }
+
+        // 执行下一步操作,例如选择一个支持的分辨率并启动摄像头
+        if (supportedResolutions.Count > 0)
+        {
+            Resolution selectedResolution = supportedResolutions[0]; // 选择第一个支持的分辨率(你可以根据需要选择不同的分辨率)
+            StartWebCam(selectedResolution.width, selectedResolution.height);
+        }
+        else
+        {
+            Debug.LogError("No supported resolutions found.");
+        }
+    }
+
+    private void StartWebCam(int _width, int _height)
+    {
+        Debug.Log("PCWebCamera fps:" + fps + ",size:[" + _width + "," + _height + "]");
+        _webCamTexture = new WebCamTexture(deviceName, _width, _height, fps);
+        _webCamTexture.Play();
+        Debug.Log("PCWebCamera成功开启摄像头name:" + deviceName + ",size:[" + _webCamTexture.width + "," + _webCamTexture.height + "]");
+        ScreenLocate.Main.WebCamIsReady(_webCamTexture);
+    }
+
+    public void newWebCamTexture(string name)
+    {
+        _webCamTexture = new WebCamTexture(name, width, height, fps);
+        _webCamTexture.Play();
+        //Debug.Log("[newWebCamTexture]成功开启摄像头");
+    }
+
+    public void OnClick_Close()
+    {
+        if (_webCamTexture != null)
+        {
+            _webCamTexture.Stop();
+            _webCamTexture = null;
+            Debug.Log("[OnClick_Close]成功关闭摄像头");
+        }
+    }
+    public WebCamTexture newWebCamTexture(int width, int height)
+    {
+        _webCamTexture = new WebCamTexture(deviceName, width, height, fps);
+        _webCamTexture.Play();
+        Debug.Log("[newWebCamTexture]成功开启摄像头");
+        return _webCamTexture;
+    }
+    void AdjustBrightnessContrast(Color32[] pixels, float brightness, float contrast)
+    {
+        float contrastFactor = 1.0f + contrast;
+        for (int i = 0; i < pixels.Length; i++)
+        {
+            Color32 pixel = pixels[i];
+            float r = pixel.r / 255.0f;
+            float g = pixel.g / 255.0f;
+            float b = pixel.b / 255.0f;
+
+            r = Mathf.Clamp01(((r - 0.5f) * contrastFactor + 0.5f) + brightness);
+            g = Mathf.Clamp01(((g - 0.5f) * contrastFactor + 0.5f) + brightness);
+            b = Mathf.Clamp01(((b - 0.5f) * contrastFactor + 0.5f) + brightness);
+
+            pixel.r = (byte)(r * 255);
+            pixel.g = (byte)(g * 255);
+            pixel.b = (byte)(b * 255);
+
+            pixels[i] = pixel;
+        }
+    }
+
+    private Texture2D adjustedTexture;
+
+    private void AdjustTexture()
+    {
+        Color32[] pixels = _webCamTexture.GetPixels32();
+        AdjustBrightnessContrast(pixels, ScreenLocate.Main.pcBrightness, ScreenLocate.Main.pcContrast);
+
+        if (adjustedTexture == null || adjustedTexture.width != _webCamTexture.width || adjustedTexture.height != _webCamTexture.height)
+        {
+            adjustedTexture = new Texture2D(_webCamTexture.width, _webCamTexture.height);
+        }
+        adjustedTexture.SetPixels32(pixels);
+        adjustedTexture.Apply();
+    }
+}

+ 11 - 0
Assets/InfraredProject/WebCamera/Script/PcWebCamera.cs.meta

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Assets/InfraredProject/WebCamera/Script/ZIM.meta

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Assets/InfraredProject/WebCamera/Script/ZIM/InfraredLocate.meta

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Assets/InfraredProject/WebCamera/Script/ZIM/InfraredLocate/InfraredLocate.cs

@@ -0,0 +1,769 @@
+using o0;
+using o0.Project;
+using SixLabors.ImageSharp;
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Runtime.Serialization.Formatters;
+using System.Threading.Tasks;
+using UnityEngine;
+using ZIM.Unity;
+using Color = UnityEngine.Color;
+using Debug = UnityEngine.Debug;
+
+namespace ZIM
+{
+    //class DescendingComparer<T> : IComparer<T>
+    //{
+    //    public int Compare(T x, T y)
+    //    {
+    //        return Comparer<T>.Default.Compare(y, x);
+    //    }
+    //}
+
+    public enum InfraredMatch
+    {
+        Nomatch = 0,
+        Match0 = 1,
+        Match1 = 2
+    }
+
+    // 支持2个红外点的识别
+    public class InfraredLocate
+    {
+        public static object locker = new object();
+
+        public static List<InfraredMatch> GetMatches(InfraredMatch im)
+        {
+            List<InfraredMatch> positions = new List<InfraredMatch>();
+            InfraredMatch bit = InfraredMatch.Match0;
+            while (bit <= im)
+            {
+                if ((im & bit) != 0)
+                {
+                    positions.Add(bit);
+                }
+                bit = (InfraredMatch)((int)bit << 1);
+            }
+            return positions;
+        }
+
+        readonly float[] spotBrightness = new float[] { 0.93f, 0.5f };      // 亮点阈值
+        readonly int samplingScale = 1;
+        //const float circleVariance = 30f;
+        //const int brightAreaRadius = 30; 
+        //const int LeastBrightPoint = 10000;
+
+        SLAMUVC.UVCManager.CameraInfo mCameraInfo;
+        ScreenIdentification screenIdentification;
+        InfraredSpotSettings infraredSpotSettings;
+
+        InfraredSpot[] InfraredSpots;
+        public InfraredSpot GetSpot(InfraredMatch match)
+        {
+            switch (match)
+            {
+                case InfraredMatch.Match0:
+                    return InfraredSpots[0];
+                case InfraredMatch.Match1:
+                    return InfraredSpots[1];
+                default:
+                    return null;
+            }
+        }
+
+        // 参数是 红外灯的亮度阈值,阈值越小能够检测到的亮度就越低
+        public void SetBrightnessThreshold(float brightnessThreshold = 0.93f)
+        {
+            spotBrightness[0] = brightnessThreshold; spotBrightness[1] = (float)Math.Min(Math.Exp(1.5 * brightnessThreshold - 1.8), brightnessThreshold);       // 周围泛光的亮度用指数函数直接算
+        }
+
+        public InfraredLocate(SLAMUVC.UVCManager.CameraInfo cameraInfo, ScreenIdentification infraredIdentification, InfraredSpotSettings infraredSpotSettings)
+        {
+            this.mCameraInfo = cameraInfo;
+            this.screenIdentification = infraredIdentification;
+            this.infraredSpotSettings = infraredSpotSettings;
+
+            //samplingScale = 2;
+        }
+
+        readonly int CheakFrame = 10;
+
+        bool Infrared12Overlap = false;
+        int cheakCounter = 0;
+
+        public InfraredSpot[] UpdateSingle(Color[] cameraPixels)
+        {
+            //Debug.Log(cameraPixels.Length + ",  " + screenIdentification.Screen.QuadRect + " -----------------");
+            var spotArea = LocateToScreen(cameraPixels, screenIdentification.Screen.QuadRect);
+            return MatchInfraredRaySingle(spotArea);
+        }
+
+        // New, 通过透视映射计算红外点的相对位置, 返回的红外点根据半径 从大到小排序
+        public InfraredSpot[] Update(Color[] cameraPixels)
+        {
+            var spotArea = LocateToScreen(cameraPixels, screenIdentification.Screen.QuadRect);
+            return MatchInfraredRay(spotArea);
+        }
+
+        // New, 返回由大到小排序的点
+        public List<PixelSpotArea> LocateToScreen(Color[] pixels, Rect rect)
+        {
+            if (InfraredSpots == null)
+            {
+                InfraredSpots = new InfraredSpot[2] {
+                new InfraredSpot(screenIdentification.Screen, InfraredMatch.Match0),
+                new InfraredSpot(screenIdentification.Screen, InfraredMatch.Match1) };
+            }
+
+            //var watch = new System.Diagnostics.Stopwatch();
+            //watch.Start();
+            //var times = new List<double>() { 0.0 };
+
+            /* 根据亮点情况调整samplingScale
+
+            (int x, int y) rectMin = ((int)rect.min.x / samplingScale, (int)rect.min.y / samplingScale);
+            (int x, int y) rectMax = ((int)rect.max.x / samplingScale, (int)rect.max.y / samplingScale);
+            int brightCount = 0;
+            Parallel.For(rectMin.x, rectMax.x, (i) =>
+            {
+                for (int j = rectMin.y; j < rectMax.y; j++)
+                {
+                    int ip = i * samplingScale;
+                    int jp = j * samplingScale;
+                    var index = camera.Vector2ToIndex(ip, jp);
+                    var b = pixels[index].Brightness(64);
+
+                    if (b > minBrightness)
+                    {
+                        lock (locker)
+                        {
+                            brightCount++;
+                        }
+                    }
+                }
+            });
+            if (brightCount > 1000)
+            {
+                samplingScale = (int)Math.Ceiling(samplingScale * Math.Sqrt(brightCount / 1000.0));       // 如果亮点太多,控制亮点数量在1000左右
+            }
+            /**/
+
+            (int x, int y) rectMin = ((int)rect.min.x / samplingScale, (int)rect.min.y / samplingScale);
+            (int x, int y) rectMax = ((int)rect.max.x / samplingScale, (int)rect.max.y / samplingScale);
+
+            var spotPoint = new List<Vector2>((int)rect.width * (int)rect.height / 256);     // 预估的初始容量
+            var brightPoint = new List<Vector2>((int)rect.width * (int)rect.height / 64);
+
+            Parallel.For(rectMin.x, rectMax.x, (i) =>
+            {
+                var points0 = new List<Vector2>(rectMax.y - rectMin.y);
+                var points1 = new List<Vector2>(rectMax.y - rectMin.y);
+                for (int j = rectMin.y; j < rectMax.y; j++)
+                {
+                    int ip = i * samplingScale;
+                    int jp = j * samplingScale;
+                    var index = mCameraInfo.CoordToIndex(ip, jp);
+                    //var b = brightness[index];
+                    //var b = (int)Math.Round(ConvBrightness(brightness, (ip, jp)));
+                    var b = pixels[index].Brightness();
+
+                    if (b > spotBrightness[0])
+                    {
+                        points0.Add(new Vector2(ip, jp));
+                    }
+                    else if (b > spotBrightness[1])
+                    {
+                        points1.Add(new Vector2(ip, jp));
+                    }
+                }
+                lock (spotPoint)
+                {
+                    spotPoint.AddRange(points0);
+                    brightPoint.AddRange(points1);
+                }
+            });
+            //Debug.Log("spotPoint Count: " + spotPoint.Count + ", brightPoint Count: " + brightPoint.Count);
+
+            //times.Add(watch.ElapsedMilliseconds);
+            //UnityEngine.Debug.Log("time1: " + (times[times.Count - 1] - times[times.Count - 2]));
+
+            // 所有点映射到屏幕空间
+            Parallel.For(0, spotPoint.Count, (i) => spotPoint[i] = screenIdentification.Screen.TransformToScreen(spotPoint[i]));
+            Parallel.For(0, brightPoint.Count, (i) => brightPoint[i] = screenIdentification.Screen.TransformToScreen(brightPoint[i]));
+
+            //{
+            //    var texure = new Texture2D((int)screenIdentification.Screen.UVSize.x + 1, (int)screenIdentification.Screen.UVSize.y + 1);
+            //    var pixels2 = new Color[texure.width * texure.height];
+            //    foreach (var i in pixels2.Index())
+            //        pixels2[i] = Color.white;
+
+            //    foreach (var i in spotPoint)
+            //    {
+            //        if (!screenIdentification.Screen.UVInScreen(i))
+            //            continue;
+            //        pixels2[(int)i.y * texure.width + (int)i.x] = Color.red;
+            //    }
+            //    foreach (var i in brightPoint)
+            //    {
+            //        if (!screenIdentification.Screen.UVInScreen(i))
+            //            continue;
+            //        pixels2[(int)i.y * texure.width + (int)i.x] = Color.black;
+            //    }
+            //    texure.filterMode = FilterMode.Point;
+            //    texure.SetPixels(pixels2);
+            //    texure.Apply();
+            //    ScreenLocate.DebugTexture(2, texure);
+            //}
+
+            if (spotPoint.Count > 0)
+            {
+                //times.Add(watch.ElapsedMilliseconds);
+                //UnityEngine.Debug.Log("time2: " + (times[times.Count - 1] - times[times.Count - 2]));
+
+                var spotArea = PixelSpotArea.Cluster(spotPoint, brightPoint, screenIdentification.Screen.UVInScreen);
+
+                //times.Add(watch.ElapsedMilliseconds);
+                //UnityEngine.Debug.Log("time3: " + (times[times.Count - 1] - times[times.Count - 2]));
+
+                if (spotArea.Count == 0)
+                    return spotArea;
+
+                // 亮度较低的部分合并到区域中
+                for (int i = 0; i < brightPoint.Count; i++)
+                {
+                    var p = brightPoint[i];
+                    var grid = PixelSpotArea.GetGrid1(p);
+                    for (int j = 0; j < spotArea.Count; j++)
+                    {
+                        var area = spotArea[j];
+                        if (area.Include1(grid))
+                            area.Add(p);
+                    }
+                }
+
+                //Debug.Log("Area Count" + spotArea.Count);
+
+                //times.Add(watch.ElapsedMilliseconds);
+                //UnityEngine.Debug.Log("time4: " + (times[times.Count - 1] - times[times.Count - 2]));
+
+                return spotArea;
+
+                //半径再按透视修正一遍,降低一点常规角度下反射的影响
+                foreach (var i in spotArea)
+                {
+                    var r0 = i.Radius / 2 / mCameraInfo.CurrentWidth;
+                    var center = i.Center;
+                    var offset1 = center + new Vector2(i.Radius / 2, 0);
+                    var offset2 = center - new Vector2(i.Radius / 2, 0);
+                    var offset3 = center + new Vector2(0, i.Radius / 2);
+                    var offset4 = center - new Vector2(0, i.Radius / 2);
+                    var transR = ((screenIdentification.Screen.TransformToScreen(offset1) - screenIdentification.Screen.TransformToScreen(offset2)).magnitude +
+                        (screenIdentification.Screen.TransformToScreen(offset3) - screenIdentification.Screen.TransformToScreen(offset4)).magnitude) / 4;
+                    var r1 = transR / screenIdentification.Screen.UVSize.x;
+                    //Debug.Log(r1 / r0);
+                    i.Radius *= (float)Math.Pow(r1 / r0, 2);      // 摄像机位置不同参数也可能不同
+                }
+
+                //if (spotArea.Count == 1)
+                //Debug.Log($"{spotArea[0].MaxRadius}");
+
+                return spotArea;
+
+                //// 排序亮区
+                //spotArea.Sort((a, b) => b.MaxRadius.CompareTo(a.MaxRadius));
+                ////var areas = new SortedList<float, PixelSpotArea>(new DescendingComparer<float>());
+                ////foreach (var i in spotArea)
+                ////    areas.Add(i.MaxRadius, i);
+
+                //var result = new Vector2[spotArea.Count];
+                //foreach (var i in spotArea.Index())
+                //    result[i] = spotArea[i].Center;
+
+                //times.Add(watch.ElapsedMilliseconds);
+                //UnityEngine.Debug.Log("time6: " + (times[times.Count - 1] - times[times.Count - 2]));
+
+                //return result;
+            }
+
+            return new List<PixelSpotArea>();
+        }
+
+        public List<Vector2> GetOld(int[] brightness)        // 取整后的亮度图
+        {
+            return LocateOld(brightness, new Rect(0, 0, mCameraInfo.CurrentWidth, mCameraInfo.CurrentHeight));
+        }
+        public List<Vector2> LocateOld(int[] brightness, Rect rect)
+        {
+            var brightPixelDic = new Dictionary<float, List<Vector2>>();
+            (int x, int y) origin = ((int)rect.min.x + 1, (int)rect.min.y + 1);
+            Parallel.For(origin.x / samplingScale, (origin.x + (int)rect.width) / samplingScale, (i) =>
+            {
+                for (int j = origin.y / samplingScale; j < (origin.y + rect.height) / samplingScale; j++)
+                {
+                    int ip = i * samplingScale;
+                    int jp = j * samplingScale;
+                    var index = mCameraInfo.CoordToIndex(ip, jp);
+                    //var b = brightness[index];
+                    //var b = (int)Math.Round(ConvBrightness(brightness, (ip, jp)));
+                    var b = ConvBrightness(brightness, (ip, jp), 3);
+
+                    if (b > 32)
+                    {
+                        lock (brightPixelDic)
+                        {
+                            if (brightPixelDic.TryGetValue(b, out List<Vector2> list))
+                                list.Add(new Vector2(ip, jp));
+                            else
+                                brightPixelDic.Add(b, new List<Vector2> { new Vector2(ip, jp) });
+                        }
+                    }
+                }
+            });
+
+            //Parallel.For(0, pixels.Length / 7, (i) =>
+            //{
+            //    i = i * 7;
+            //    var b = getBrightness(pixels[i]);
+            //    if (b >= maxBrightness)
+            //    {
+            //        lock (brightSpots)
+            //        {
+            //            if (b != maxBrightness)
+            //                brightSpots.Clear();
+            //            brightSpots.Add(indexToVector2(i));
+            //        }
+            //        maxBrightness = b;
+            //    }
+            //});
+
+            if (brightPixelDic.Count > 0)
+            {
+                // 取亮度最高的像素
+                var keys = brightPixelDic.Keys.ToList();
+                var maxIndex = o0.o0.MaxIndex(keys);
+                //keys.Sort((a, b) => -a.CompareTo(b));
+                var brightPixels = new List<Vector2>();
+                for (int i = 0; i < Math.Min(1, keys.Count); i++)
+                    brightPixels.AddRange(brightPixelDic[keys[maxIndex]]);
+
+                //Debug.Log("max brightness: " + keys[maxIndex]);
+                //Debug.Log("brightPixels.Count: " + brightPixels.Count);
+
+                //var testTexture = new Texture2D((int)_textureSize.x, (int)_textureSize.y);
+                //testTexture.wrapMode = TextureWrapMode.Clamp;
+                //testTexture.filterMode = FilterMode.Point;
+                //foreach (var i in brightPixels)
+                //    testTexture.SetPixel((int)i.x, (int)i.y, Color.black);
+                //testTexture.Apply();
+                //testImage.texture = testTexture;
+
+                var brightArea = new List<PixelCircleArea>() { new PixelCircleArea(brightPixels.First()) };
+                for (int i = 1; i < brightPixels.Count; i++)
+                {
+                    var p = brightPixels[i];
+                    var grid = PixelArea.GetGrid(p);
+                    var join = new SortedList<int, PixelCircleArea>();
+                    for (int j = 0; j < brightArea.Count; j++)
+                    {
+                        var area = brightArea[j];
+                        if (area.Include(grid))
+                            join.Add(j, area);
+                    }
+                    if (join.Count == 0)
+                        brightArea.Add(new PixelCircleArea(p));
+                    else if (join.Count == 1)
+                        join.First().Value.Add(p, grid);
+                    else
+                    {
+                        var combine = new PixelCircleArea(join.Values);
+                        combine.Add(p, grid);
+                        brightArea.Add(combine);
+                        for (int j = join.Count - 1; j >= 0; j--)
+                            brightArea.RemoveAt(join.ElementAt(j).Key);
+                    }
+
+                    //foreach (var j in brightArea)
+                    //{
+                    //    var offset = (p - j.Center);
+                    //    if (offset.magnitude < brightAreaRadius)     // 距离近的并入该区域
+                    //    {
+                    //        j.Pixels.Add(p);
+                    //        j.Center += offset / j.Pixels.Count;
+                    //        join = true;
+                    //        break;
+                    //    }
+                    //}
+                    //if (!join)
+                    //    brightArea.Add(new PixelArea(p));
+                }
+
+                //var sum = new Vector2(0, 0);
+                //foreach (var i in brightPixels)
+                //{
+                //    sum += i;
+                //}
+                //var middle = sum/brightPixels.Count;
+                //Debug.Log("brightArea.Count: " + brightArea.Count);
+
+                //if (brightArea.Count <= 1)
+                //    return brightArea.FirstOrDefault().Center;
+
+                //PixelArea maxBrightArea = brightArea.First();
+                //float maxCircleBrightness = 10000f;
+                var CircleAreas = new List<PixelCircleArea>();
+
+                for (int i = 0; i < brightArea.Count; i++)
+                {
+                    var area = brightArea[i];
+                    var value = area.CircleBrightness(out float variance, brightness, ConvBrightness, 3);
+                    //Debug.Log(counter + "Variance: " + variance);
+                    //Debug.Log(counter + "CircleBrightness: " + value);
+                    //Debug.Log(counter + "CircleRadius: " + area.MaxRadius);
+
+                    if (variance < 30)
+                    {
+                        CircleAreas.Add(area);
+                    }
+
+                    //if (maxCircleBrightness == 10000f) 
+                    //{
+                    //    maxCircleBrightness = value;
+                    //    maxBrightArea = area;
+                    //}
+                    //else if (maxCircleBrightness < value || (maxCircleBrightness == value && area.Pixels.Count > maxBrightArea.Pixels.Count)) 
+                    //{
+                    //    maxCircleBrightness = value;
+                    //    maxBrightArea = area;
+                    //}
+                }
+                //Debug.Log("CricleBrightness: " + maxCircleBrightness);
+
+                //Debug.Log(counter + "CircleAreas: " + CircleAreas.Count);
+                //counter++;
+                if (CircleAreas.Count == 0)
+                    return null;
+                if (CircleAreas.Count == 1)
+                    return new List<Vector2> { CircleAreas[0].Center };
+
+                CircleAreas.Sort((a, b) => b.MaxRadius.CompareTo(a.MaxRadius));
+                return new List<Vector2> { CircleAreas[0].Center, CircleAreas[1].Center };
+            }
+
+            return null;
+        }
+
+        InfraredSpot[] MatchInfraredRaySingle(List<PixelSpotArea> spotArea)
+        {
+            var matchedArea = new Dictionary<InfraredMatch, PixelSpotArea>() { { InfraredMatch.Match0, null } };
+            var v0 = InfraredSpots[0].Verify(spotArea, matchedArea);
+
+            if (v0)
+            {
+                // 每隔20帧检查异常
+                //if (++cheakCounter >= CheakFrame)
+                //{
+                //    var maxArea = spotArea.Max((a, b) => a.Radius.CompareTo(b.Radius));
+                //    cheakCounter = 0;
+                //    if (matchedArea[InfraredMatch.Match0] != maxArea)
+                //    {
+                //        InfraredSpots[0].Reset();       // 防止异常
+                //    }
+                //}
+            }
+            else
+            {
+                if (spotArea.Count > 0)
+                {
+                    matchedArea[InfraredMatch.Match0] = spotArea.Max((a, b) => a.Radius.CompareTo(b.Radius));
+                }
+            }
+
+            foreach (var i in matchedArea)
+                GetSpot(i.Key).Update(i.Value);
+
+            return InfraredSpots;
+        }
+
+        InfraredSpot[] MatchInfraredRay(List<PixelSpotArea> spotArea)
+        {
+            var matchedArea = new Dictionary<InfraredMatch, PixelSpotArea>() { { InfraredMatch.Match0, null }, { InfraredMatch.Match1, null } };
+            var v0 = InfraredSpots[0].Verify(spotArea, matchedArea);
+            var v1 = InfraredSpots[1].Verify(spotArea, matchedArea);
+
+            if (!Infrared12Overlap)
+            {
+                if (!v0 && !v1)
+                {
+                    //Application.targetFrameRate = 1;
+                    //Debug.Log($"{Time.time}全失败 spotArea {spotArea.Count}");
+                    if (spotArea.Count == 0)
+                    {
+                        //InfraredSpots[0].UpdateByPredict();
+                        //InfraredSpots[1].UpdateByPredict();
+                    }
+                    else if (spotArea.Count == 1)
+                    {
+                        if (InfraredSpots[0].Predict != null && InfraredSpots[1].Predict == null)
+                        {
+                            matchedArea[InfraredMatch.Match0] = spotArea[0];
+                            //InfraredSpots[0].Update(spotArea[0]);
+                            //InfraredSpots[1].UpdateByPredict();
+                        }
+                        else if (InfraredSpots[1].Predict != null && InfraredSpots[0].Predict == null)
+                        {
+                            matchedArea[InfraredMatch.Match1] = spotArea[0];
+                        }
+                        else
+                        {
+                            if (spotArea[0].Radius > infraredSpotSettings.RadiusThreshold)
+                            {
+                                matchedArea[InfraredMatch.Match0] = spotArea[0];
+                            }
+                            else
+                            {
+                                matchedArea[InfraredMatch.Match1] = spotArea[0];
+                            }
+                        }
+                    }
+                    else
+                    {
+                        spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius));                    // 排序亮区
+                        matchedArea[InfraredMatch.Match0] = spotArea[0];
+                        matchedArea[InfraredMatch.Match1] = spotArea[1];
+                    }
+                }
+                else
+                {
+                    PixelSpotArea select = null;
+                    PixelSpotArea selectOther = null;
+                    InfraredMatch oneFailed = InfraredMatch.Nomatch;
+                    if (!v0)
+                    {
+                        select = matchedArea[InfraredMatch.Match1];
+                        //InfraredSpots[1].Update(select);
+                        oneFailed = InfraredMatch.Match0;
+                    }
+                    else if (!v1)
+                    {
+                        select = matchedArea[InfraredMatch.Match0];
+                        //InfraredSpots[0].Update(select);
+                        oneFailed = InfraredMatch.Match1;
+                    }
+
+                    if (oneFailed != InfraredMatch.Nomatch)
+                    {
+                        //Debug.LogWarning($"{Time.time}成功1个 {oneFailed}");
+                        spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius));                        // 排序亮区
+                        foreach (var i in spotArea)
+                        {
+                            if (i != select)
+                            {
+                                selectOther = i;
+                                break;
+                            }
+                        }
+                        matchedArea[oneFailed] = selectOther;
+                        //if (selectOther == null)
+                        //{
+                        //    GetSpot(oneFailed).UpdateByPredict();
+                        //}
+                        //else
+                        //{
+                        //    GetSpot(oneFailed).Update(selectOther);
+                        //}
+                    }
+                    else
+                    {
+                        //Debug.LogWarning($"{Time.time}成功2个");
+                        if (matchedArea[InfraredMatch.Match0] == matchedArea[InfraredMatch.Match1])
+                        {
+                            // 重叠
+                            Infrared12Overlap = true;
+                            //if (spotArea.Count == 1)
+                            //{
+                            //    Infrared12Overlap = true;
+
+                            //    InfraredSpots[0].Update(spotArea[0]);
+                            //    InfraredSpots[1].UpdateByPredict();
+                            //    return InfraredSpots;
+                            //}
+                            //else
+                            //{
+                            //    Infrared12Overlap = false;
+                            //    spotArea.Sort((a, b) => b.Radius.CompareTo(a.Radius));                    // 排序亮区
+                            //    InfraredSpots[0].Update(spotArea[0]);
+                            //    InfraredSpots[1].Update(spotArea[1]);
+                            //}
+                        }
+                        else //if (matchedArea[InfraredMatch.Match1] != matchedArea[InfraredMatch.Match2])
+                        {
+                            //Infrared12Overlap = false;
+                            //InfraredSpots[0].Update(matchedArea[InfraredMatch.Match0]);
+                            //InfraredSpots[1].Update(matchedArea[InfraredMatch.Match1]);
+
+                            // 每隔20帧更新阈值
+                            if (++cheakCounter >= CheakFrame)
+                            {
+                                //Debug.Log($"{Time.time}更新阈值2个");
+                                var middle = (matchedArea[InfraredMatch.Match0].Radius + matchedArea[InfraredMatch.Match1].Radius) / 2;
+                                infraredSpotSettings.UpdateThreshold(middle);
+                                cheakCounter = 0;
+                                if (matchedArea[InfraredMatch.Match0].Radius < middle)
+                                {
+                                    //Debug.Log($"{Time.time}大小异常");
+                                    InfraredSpots[0].Reset();       // 防止异常
+                                    InfraredSpots[1].Reset();
+                                }
+                            }
+                        }
+                    }
+
+                }
+            }
+
+            if (Infrared12Overlap)
+            {
+                if (v0)
+                {
+                    var overlapAera = matchedArea[InfraredMatch.Match0];
+                    (PixelSpotArea, float) split = (null, float.MaxValue);
+                    foreach (var i in spotArea)
+                    {
+                        if (i != overlapAera)
+                        {
+                            var distance = (i.Center - overlapAera.Center).magnitude;
+                            if (distance < overlapAera.Radius * 2 && distance < split.Item2)
+                            {
+                                split = (i, distance);
+                            }
+                        }
+                    }
+                    if (split.Item1 != null)
+                    {
+                        //InfraredSpots[0].Update(overlapAera);
+                        //InfraredSpots[1].Update(split.Item1);
+                        matchedArea[InfraredMatch.Match1] = split.Item1;
+                        InfraredSpots[1].Disappear = false;
+                        Infrared12Overlap = false;
+                    }
+                    else
+                    {
+                        if ((InfraredSpots[1].Predict.Value - overlapAera.Center).magnitude > overlapAera.Radius / 2)
+                            InfraredSpots[1].Disappear = true;
+
+                        //InfraredSpots[0].Update(overlapAera);
+                        if (InfraredSpots[1].Predict == null || InfraredSpots[1].Disappear)
+                        {
+                            //InfraredSpots[1].Update(overlapAera);
+                            matchedArea[InfraredMatch.Match1] = overlapAera;
+                            InfraredSpots[1].Predict = null;
+                        }
+                        else
+                        {
+                            matchedArea[InfraredMatch.Match1] = null;
+                            //InfraredSpots[1].UpdateByPredict();
+                        }
+
+                        //if (++cheakCounter >= 20 * cheakFrame)
+                        //{
+                        //    cheakCounter = 0;
+                        //    InfraredSpots[1].Reset();
+                        //    Infrared12Overlap = false;
+                        //}
+                    }
+                }
+                else
+                {
+                    //InfraredSpots[0].UpdateByPredict();
+                    //InfraredSpots[1].UpdateByPredict();
+                    matchedArea[InfraredMatch.Match1] = null;
+                }
+            }
+
+            foreach (var i in matchedArea)
+                GetSpot(i.Key).Update(i.Value);
+
+            return InfraredSpots;
+        }
+
+        // 亮度图是64位整形,返回卷积后的均值是float
+        float ConvBrightness(int[] pixels, (int x, int y) point, int kernel_size = 3)
+        {
+            var sum = 0f;
+            for (int i = point.x - kernel_size / 2; i <= point.x + kernel_size / 2; i++)
+            {
+                for (int j = point.y - kernel_size / 2; j <= point.y + kernel_size / 2; j++)
+                {
+                    var index = mCameraInfo.CoordToIndex(i, j);
+                    if (index > 0 && index < pixels.Length)       // 超出边缘不计算
+                        sum += pixels[index];
+                }
+            }
+            return sum / (kernel_size * kernel_size);
+        }
+
+        //(int max, int second) MaxAreaIndex(Color[] pixels, List<PixelArea> list)
+        //{
+        //    var maxValue = float.MinValue;
+        //    var secondValue = float.MinValue;
+        //    var max = 0;
+        //    var second = 0;
+        //    foreach (var i in list.Index())
+        //    {
+        //        var value = list[i].TotalBrightness(pixels, camera.Vector2ToIndex, samplingScale * 2);
+        //        if (value > maxValue)
+        //        {
+        //            maxValue = value;
+        //            max = i;
+        //        }
+        //        else if (maxValue > secondValue)
+        //        {
+        //            secondValue = value;
+        //            second = i;
+        //        }
+        //    }
+        //    return (max, second);
+        //}
+
+        //float CricleVariance(int[] pixels, PixelArea area, int kernel_size = 3)
+        //{
+        //    var hash = new HashSet<(int, int)>();
+        //    foreach (var (cos,sin) in angleMathList)
+        //    {
+        //        var x = (int)Math.Round(area.Center.x + (area.MaxRadius + PixelArea.gridLength * 4) * cos);
+        //        var y = (int)Math.Round(area.Center.y + (area.MaxRadius + PixelArea.gridLength * 4) * sin);
+        //        hash.Add((x, y));
+        //    }
+        //    var avg = 0f;
+        //    foreach (var p in hash)
+        //    {
+        //        var value = ConvBrightness(pixels, p, kernel_size);
+        //        avg += value;
+        //    }
+        //    return avg / hash.Count;
+        //}
+
+        //class PixelArea
+        //{
+        //    public static int gridLength;
+        //    public static (int x, int y) gridSize;
+        //    public static (int x, int y) GetGrid(Vector2 v)
+        //    {
+        //        var m = (int)(v.x / gridLength);
+        //        var n = (int)(v.y / gridLength);
+        //        return (m, n);
+        //    }
+
+        //    public Vector2 Center;
+        //    public List<Vector2> Pixels;
+
+        //    public PixelArea(Vector2 location)
+        //    {
+        //        this.Center = location;
+        //        this.Pixels = new List<Vector2> { location };
+        //    }
+        //}
+    }
+}
+

+ 11 - 0
Assets/InfraredProject/WebCamera/Script/ZIM/InfraredLocate/InfraredLocate.cs.meta

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Assets/InfraredProject/WebCamera/Script/ZIM/InfraredLocate/InfraredSpot.meta

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+ 158 - 0
Assets/InfraredProject/WebCamera/Script/ZIM/InfraredLocate/InfraredSpot/InfraredSpot.cs

@@ -0,0 +1,158 @@
+using System.Collections.Generic;
+using UnityEngine;
+using ZIM.Unity;
+using Color = UnityEngine.Color;
+
+namespace ZIM
+{
+    public class InfraredSpot
+    {
+        // 达到该数量才完成初始化
+        //static int InitCount = 5;
+        static int MaxVerifyFailLimit = 20;
+        public static float MinVerifyLength = 240;
+
+        // 返回null代表没有点,范围在[0, 1]内
+        public Vector2? ScreenUV
+        {
+            get
+            {
+                if (ScreenLocation.HasValue)
+                {
+                    return screenMap.UVNormalized(ScreenLocation.Value);
+                }
+                else
+                {
+                    return null;
+                }
+            }
+        }
+        // 范围在摄像机的Size内
+        public Vector2? CameraLocation
+        {
+            get
+            {
+                if (ScreenLocation.HasValue)
+                {
+                    return screenMap.TransformToCamera(ScreenLocation.Value);
+                }
+                else
+                    return null;
+            }
+        }
+        public Vector2? Predict { get; set; }        // 为null时代表未初始化
+        public InfraredMatch Match { get; private set; }
+
+        public bool Disappear;
+
+        //PixelSpotArea verifyArea;
+        int verifyFailLimit;
+
+        List<PixelSpotArea> spots;
+        SimpleLocationEstimation estimation;
+        Vector2? ScreenLocation;
+        ScreenMap screenMap;
+
+        public InfraredSpot(ScreenMap screenMap, InfraredMatch match)
+        {
+            this.screenMap = screenMap;
+            MinVerifyLength = screenMap.UVSize.y / 6;
+            Match = match;
+            spots = new List<PixelSpotArea>();
+            Reset();
+        }
+
+        public void Reset()
+        {
+            spots.Clear();
+            estimation = new SimpleLocationEstimation(0.5f);
+            ScreenLocation = null;
+            Predict = null;
+            Disappear = false;
+            //verifyArea = null;
+            verifyFailLimit = MaxVerifyFailLimit;
+        }
+
+        public bool Verify(List<PixelSpotArea> areas, Dictionary<InfraredMatch, PixelSpotArea> matchedArea)
+        {
+            if (Predict == null)    // 未初始化
+                return false;
+
+            PixelSpotArea select = null;
+            var minLength = float.MaxValue;
+            var predict = Predict.Value;
+            foreach (var i in areas)
+            {
+                var len = (i.Center - predict).magnitude;
+                if (len < MinVerifyLength)
+                {
+                    if (len < minLength)
+                    {
+                        select = i;
+                        minLength = len;
+                    }
+                }
+            }
+
+            if (select == null)
+            {
+                //Debug.Log(verifyFailLimit);
+                verifyFailLimit--;
+                if (verifyFailLimit == 0)
+                    Reset();
+                return false;
+            }
+
+            //verifyArea = select;
+            matchedArea[Match] = select;
+            return true;
+        }
+
+        //public void UpdateByVerifyArea()
+        //{
+        //    Update(verifyArea);
+        //}
+
+        // 为null时采用预测点
+        public void Update(PixelSpotArea area)
+        {
+            if (area == null)
+            {
+                //throw new System.Exception("[InfraredSpot] Update Wrong");
+                UpdateByPredict();
+                return;
+            }
+
+            var predict = estimation.Update(area.Center);
+            //ScreenLocation = area.Center;
+            ScreenLocation = area.Center * 0.8f + predict * 0.2f;
+            spots.Add(area);
+            if (spots.Count > 15)
+            {
+                Predict = predict;
+                spots.RemoveAt(0);
+            }
+        }
+
+        void UpdateByPredict()
+        {
+            if (spots.Count != 0)
+            {
+                if (Predict == null)         // 还未初始化,直接Reset
+                    Reset();
+                else
+                {
+                    // 采用预测点,但超出屏幕则Reset
+                    if (screenMap.UVInScreen(Predict.Value))
+                    {
+                        ScreenLocation = Predict;
+                        var newP = estimation.Update(Predict.Value);
+                        Predict = newP;
+                    }
+                    else
+                        Reset();
+                }
+            }
+        }
+    }
+}

+ 11 - 0
Assets/InfraredProject/WebCamera/Script/ZIM/InfraredLocate/InfraredSpot/InfraredSpot.cs.meta

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Vissa filer visades inte eftersom för många filer har ändrats