slambb 1 day ago
commit
ed2cb006f6
100 changed files with 30837 additions and 0 deletions
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+ 50 - 0
.gitignore

@@ -0,0 +1,50 @@
+# ========== Unity 相关 ==========
+
+# Unity 生成的库、缓存和临时文件(不需要提交)
+[Ll]ibrary/
+[Tt]emp/
+[Oo]bj/
+[Bb]uild/
+[Bb]uilds/
+[Ll]ogs/
+UserSettings/
+
+# Unity Package Cache(可以通过 Package Manager 重新下载)
+Packages/com.unity.package-manager*
+
+# ========== IDE / 编辑器 相关 ==========
+
+# VSCode 配置
+.vscode/
+
+# Rider(JetBrains)配置
+.idea/
+*.sln
+*.csproj
+*.unityproj
+*.suo
+*.pidb
+*.booproj
+*.svd
+
+# Visual Studio 相关
+*.user
+*.userprefs
+*.vcxproj
+*.vcxproj.filters
+*.vcxproj.user
+.vscode/
+
+# ========== 操作系统 / 其他 ==========
+
+# macOS
+.DS_Store
+*.swp
+._*
+
+# Windows
+Thumbs.db
+Desktop.ini
+
+# Linux
+*.lock

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+ 38 - 0
Assets/BowArrow/Scripts/Expand/LocationPluginInterface.cs

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+using UnityEngine;
+using System.Runtime.InteropServices;
+using AOT;
+using System;
+
+public class LocationPluginInterface
+{
+#if UNITY_IOS
+	//// 访问本地插件接口的声明
+	//[DllImport("__Internal")]
+	//private static extern bool _startUpdatingLocation(IntPtr resultHandler);
+
+	//[DllImport ("__Internal")]
+	//private static extern void _stopUpdatingLocation();
+
+#endif
+
+	// 开始获取位置信息
+	public static bool StartUpdatingLocation(IntPtr resultHandler)
+	{
+#if !UNITY_EDITOR && UNITY_IOS
+		return false;//_startUpdatingLocation(resultHandler);
+#else
+		return false;
+#endif
+	}
+
+	// 停止获取位置信息
+	public static void StopUpdatingLocation()
+	{
+#if !UNITY_EDITOR && UNITY_IOS
+		//_stopUpdatingLocation();
+#endif
+	}
+
+
+}
+

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+ 25 - 0
Assets/Demo/Scripts/Arrow.cs

@@ -0,0 +1,25 @@
+using System.Collections;
+using UnityEngine;
+
+namespace SmartBowSDK {
+    public class Arrow : MonoBehaviour
+    {
+        void Start()
+        {
+            StartCoroutine(DestroySelf());
+        }
+
+        void Update()
+        {
+            this.transform.position += transform.forward * Time.deltaTime * 10f;
+        }
+
+        IEnumerator DestroySelf()
+        {
+            yield return new WaitForSeconds(3f);
+            Destroy(gameObject);
+        }
+    }
+
+
+}

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+ 27 - 0
Assets/Demo/Scripts/Bow.cs

@@ -0,0 +1,27 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+public class Bow : MonoBehaviour
+{
+    public static Bow Instance;
+    public Text info;
+
+    void Start()
+    {
+        Instance = this;
+    }
+
+    void Update()
+    {
+#if UNITY_EDITOR
+        if (Input.GetKeyDown(KeyCode.S)) Shoot();
+#endif
+    }
+
+    public void Shoot()
+    {
+        Transform bowTF = transform;
+        Transform arrowTF = transform.Find("Arrow");
+        Instantiate(arrowTF.gameObject, arrowTF.position, bowTF.rotation).SetActive(true);
+    }
+}

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+ 91 - 0
Assets/Demo/Scripts/CrossHair.cs

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+using System;
+using UnityEngine;
+
+namespace SmartBowSDK
+{
+    public class CrossHair : MonoBehaviour
+    {
+        /// <summary>
+        /// 瞄准器,基于其位置发射射线,射线的hitpoint转屏幕坐标,该坐标即准心坐标
+        /// </summary>
+        public Transform aimTransform;
+        /// <summary>
+        /// 是否限制瞄准器在屏幕范围内
+        /// </summary>
+        public bool limitAimInScrren;
+
+        private RectTransform _rectTransform;
+        private RectTransform _canvasRectTransform;
+
+        void Awake()
+        {
+            _rectTransform = GetComponent<RectTransform>();
+            _canvasRectTransform = GetComponentInParent<Canvas>().GetComponent<RectTransform>();
+        }
+
+        void Start()
+        {
+            InitForLimitBound();
+        }
+
+        void LateUpdate()
+        {
+            if (limitAimInScrren) aimTransform.eulerAngles = LimitAngles(aimTransform.eulerAngles);
+            UpdateCrossHairPosition();
+        }
+
+        void UpdateCrossHairPosition()
+        {
+            Ray ray = new Ray(aimTransform.position, aimTransform.forward);
+            RaycastHit hitInfo;
+            Vector3 hitPoint;
+            if (Physics.Raycast(ray, out hitInfo, 100)) hitPoint = hitInfo.point;
+            else hitPoint = aimTransform.position + aimTransform.forward * 100f;
+            Vector2 viewPoint = Camera.main.WorldToViewportPoint(hitPoint);
+            _rectTransform.localPosition = (viewPoint - Vector2.one * 0.5f) * _canvasRectTransform.rect.size;
+        }
+
+        #region 限制其显示范围不超出屏幕
+        private float _screenWidthHalf;
+        private float _screenHeightHalf;
+        private float _screenNormal;
+        private float _rangeRotateY;
+        private float _rangeRotateX;
+        /// <summary>
+        /// 标记是否出界(-1:未出界;0:左边出界;1:右边出界;2:上边出界;3:下边出界;)
+        /// </summary>
+        [NonSerialized] public int outBoundIndex = -1;
+        void InitForLimitBound()
+        {
+            Camera camera = Camera.main;
+            _rangeRotateX = camera.fieldOfView / 2;
+            _screenWidthHalf = Screen.width / 2f;
+            _screenHeightHalf = Screen.height / 2f;
+            _screenNormal = _screenHeightHalf / Mathf.Tan(_rangeRotateX / 180f * Mathf.PI);
+            _rangeRotateY = Mathf.Atan(_screenWidthHalf / _screenNormal) / Mathf.PI * 180f;
+        }
+        Vector3 LimitAngles(Vector3 angles)
+        {
+            //Unity默认范围(0,360)格式化为自定义范围(-180,180)
+            angles.y = angles.y > 180 ? angles.y - 360 : angles.y;
+            angles.x = angles.x > 180 ? angles.x - 360 : angles.x;
+            //记录原来的角度
+            float angleY = angles.y;
+            float angleX = angles.x;
+            //记录是否出界
+            if (angleY < -_rangeRotateY) outBoundIndex = 0;
+            else if (angleY > _rangeRotateY) outBoundIndex = 1;
+            else if (angleX < -_rangeRotateX) outBoundIndex = 2;
+            else if (angleX > _rangeRotateX) outBoundIndex = 3;
+            else outBoundIndex = -1;
+            //返回限制边界后的角度
+            angles.y = Mathf.Clamp(angleY, -_rangeRotateY, _rangeRotateY);
+            float rayLen = _screenNormal / Mathf.Cos(Mathf.Abs(angles.y) / 180 * Mathf.PI);
+            float maxRangeRotateX = Mathf.Atan(_screenHeightHalf / rayLen) / Mathf.PI * 180f;
+            if (Mathf.Abs(angleX) > Mathf.Abs(maxRangeRotateX)) angles.x = maxRangeRotateX * (angleX > 0 ? 1 : -1);
+            return angles;
+        }
+        #endregion
+    }
+
+}

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+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 377 - 0
Assets/Demo/Scripts/DemoStarter.cs

@@ -0,0 +1,377 @@
+using UnityEngine;
+using UnityEngine.UI;
+using SmartBowSDK;
+using SmartBowSDK.CMD;
+
+public class DemoStarter : MonoBehaviour
+{
+    [SerializeField] Toggle _DetectingMacToggle;
+    [SerializeField] Button _btnConnect;
+    [SerializeField] Toggle _CMDToggle;
+    [SerializeField] Button _btnClearDeviceInfo;
+    [SerializeField] Text textMacAddress;
+    [SerializeField] Text textBattery;
+    [SerializeField] Button _btnCalibrateGyr;
+    [SerializeField] Button _btnCalibrateMag;
+    [SerializeField] Button _btnResetAim;
+
+    [SerializeField] Button _btnStartRotationSensor;
+    [SerializeField] Button _btnStopRotationSensor;
+    [SerializeField] Button _btnStartShootingSensor;
+    [SerializeField] Button _btnStopShootingSensor;
+
+    [SerializeField] InputField _inputFieldGameID;
+    [SerializeField] InputField _inputFieldChannelID;
+    [SerializeField] InputField _inputFieldUsername;
+    [SerializeField] InputField _inputFieldPassword;
+    [SerializeField] Button _btnLogin;
+    [SerializeField] Button _btnLogout;
+    [SerializeField] Button _btnGetUserInfo;
+    [SerializeField] Image _imgAvatar;
+    [SerializeField] Text _textNickname;
+    [SerializeField] Text _textGender;
+
+    //数据存储标识
+    string userTags = "DemoStarter-Test";
+    //建立的设备信息id.
+    int deviceId = 1;
+    void Awake()
+    {
+
+#if UNITY_ANDROID
+        _CMDToggle.onValueChanged.AddListener((bool isValue)=>{
+            BluetoothStatusEnum bluetoothStatus = SmartBowHelper.GetInstance().GetBluetoothStatus();
+            if (bluetoothStatus == BluetoothStatusEnum.None)
+            {
+                SmartBowHelper.GetInstance().UseCompanionDeviceManager(isValue);
+            }
+            else
+            {
+                TipText.Show("断开连接再切换!");
+            }
+        });
+#else
+        _CMDToggle.gameObject.SetActive(false);
+#endif
+        _btnConnect.onClick.AddListener(() => {
+            OnClick_Connect();
+        });
+        _btnClearDeviceInfo.onClick.AddListener(OnClick_ClearDeviceInfo);
+
+        _btnCalibrateGyr.onClick.AddListener(OnClick_CalibrateGyr);
+        _btnCalibrateMag.onClick.AddListener(OnClick_CalibrateMag);
+        _btnResetAim.onClick.AddListener(OnClick_ResetAim);
+
+        _btnStartRotationSensor.onClick.AddListener(OnClick_StartRotationSensor);
+        _btnStopRotationSensor.onClick.AddListener(OnClick_StopRotationSensor);
+        _btnStartShootingSensor.onClick.AddListener(OnClick_StartShootingSensor);
+        _btnStopShootingSensor.onClick.AddListener(OnClick_StopShootingSensor);
+
+        _btnLogin.onClick.AddListener(OnClick_Login);
+        _btnLogout.onClick.AddListener(OnClick_Logout);
+        _btnGetUserInfo.onClick.AddListener(OnClick_GetUserInfo);
+
+        UpdateLoginUI(0);
+    }
+
+    void Start()
+    {
+        SmartBowLogger.isDebug = true;
+
+#if UNITY_ANDROID
+        //使用CMD API连接,这个只支持Android
+        SmartBowHelper.GetInstance().UseCompanionDeviceManager(true);
+        //这个状态是cmd扫描
+        SmartBowHelper.GetInstance().OnCMDState += OnCMDScanState;
+#endif
+        SmartBowHelper.GetInstance().OnBluetoothStatusChanged += OnBluetoothStatusChanged;
+        //这里是传统蓝牙
+        SmartBowHelper.GetInstance().OnBluetoothError += OnBluetoothError;
+        SmartBowHelper.GetInstance().OnBluetoothModuleInited += OnBluetoothModuleInited;
+        SmartBowHelper.GetInstance().OnRotationUpdate += OnRotationUpdate;
+        SmartBowHelper.GetInstance().OnShooting += OnShooting;
+        SmartBowHelper.GetInstance().OnFunctionKeyPress += OnFunctionKeyPress;
+        SmartBowHelper.GetInstance().OnFunctionKeyLongPress += OnFunctionKeyLongPress;
+
+    }
+
+    void OnBluetoothStatusChanged(BluetoothStatusEnum oldStatus, BluetoothStatusEnum newStatus)
+    {
+        
+    }
+    /// <summary>
+    /// cmd扫描状态
+    /// </summary>
+    /// <param name="state"></param>
+    /// <param name="message"></param>
+    void OnCMDScanState(CMDScanState state, string message)
+    {
+        Debug.Log("CMDScanState:" + state);
+        if (state == CMDScanState.TIMEOUT)
+        {
+            TipText.Show("连接失败,未发现目标设备!");
+            return;
+        }
+        TipText.Show(message);
+    }
+    /// <summary>
+    /// cmd没有通过这里扫描
+    /// </summary>
+    /// <param name="error"></param>
+    /// <param name="message"></param>
+    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 OnBluetoothModuleInited()
+    {
+        SmartBowHelper.GetInstance().StartRotationSensor();
+        SmartBowHelper.GetInstance().StartShootingSensor();
+    }
+
+    void OnRotationUpdate(Quaternion rotation)
+    {
+        //Debug.Log($"Rotation update: {rotation}");
+        Bow.Instance.transform.eulerAngles = rotation.eulerAngles;
+
+    }
+
+    void OnShooting(float speed)
+    {
+        Bow.Instance.Shoot();
+    }
+
+    void OnFunctionKeyPress()
+    {
+        Debug.Log("功能键短按");
+        OnClick_ResetAim();
+    }
+
+    void OnFunctionKeyLongPress()
+    {
+        Debug.Log("功能键长按");
+    }
+
+    void Update()
+    {
+        //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";
+        //更新显示陀螺仪校准文本
+        UpdateCalibrateGyrText();
+        //更新显示地磁计校准文本
+        UpdateCalibrateMagText();
+    }
+
+    public void OnClick_Connect()
+    {
+        if (SmartBowHelper.GetInstance().GetBluetoothStatus() == BluetoothStatusEnum.Connecting) return;
+        if (SmartBowHelper.GetInstance().GetBluetoothStatus() == BluetoothStatusEnum.None)
+        {
+            AimDeviceInfo aimDeviceInfo = SmartBowHelper.GetInstance().GetDeviceInfo(userTags, deviceId);
+            bool bRecreateDeviceInfo = aimDeviceInfo == null;
+            if (aimDeviceInfo == null || !aimDeviceInfo.bInitMac)
+            {
+                Debug.Log(message: $"连接蓝牙-开始连接蓝牙:aimDeviceInfo:null,bRecreateDeviceInfo:{bRecreateDeviceInfo}");
+                SmartBowHelper.GetInstance().SetIsConnectName(true);
+                SmartBowHelper.GetInstance().Connect(userTags, deviceId, bRecreateDeviceInfo);
+            }
+            else
+            {
+
+                Debug.Log(message: $"连接蓝牙-开始连接蓝牙:aimDeviceInfo:mac:{aimDeviceInfo.mac} id:{aimDeviceInfo.id}");
+                SmartBowHelper.GetInstance().SetIsConnectName(false);
+                SmartBowHelper.GetInstance().SetConnectMacStr(aimDeviceInfo.mac);
+                SmartBowHelper.GetInstance().Connect(userTags, deviceId);
+            }
+            //默认需要检测mac,bRecreateDeviceInfo:false.如不需要:设置bRecreateDeviceInfo:true;
+            //bool bRecreateDeviceInfo = _DetectingMacToggle.isOn ? false : true;
+            //SmartBowHelper.GetInstance().Connect(userTags, deviceId, bRecreateDeviceInfo);
+            return;
+        }
+        if (SmartBowHelper.GetInstance().GetBluetoothStatus() == BluetoothStatusEnum.Connected)
+        {
+            SmartBowHelper.GetInstance().Disconnect();
+            return;
+        }
+    }
+
+    public void OnClick_ClearDeviceInfo() {
+        SmartBowHelper.GetInstance().ClearDeviceInfo(userTags , deviceId);
+    }
+
+    public void OnClick_ResetAim()
+    {
+        SmartBowHelper.GetInstance().ResetAim();
+    }
+
+    public void OnClick_CalibrateGyr()
+    {
+        if (SmartBowHelper.GetInstance().IsGyrCalibrating())
+        {
+            SmartBowHelper.GetInstance().StopGyrCalibration();
+        }
+        else
+        {
+            SmartBowHelper.GetInstance().StartGyrCalibration();
+        }
+    }
+
+    void UpdateCalibrateGyrText()
+    {
+        Text text = _btnCalibrateGyr.GetComponentInChildren<Text>();
+        int progress = (int)(SmartBowHelper.GetInstance().GetGyrProgress() * 100);
+        string act = SmartBowHelper.GetInstance().IsGyrCalibrating() ? "停止" : "开始";
+        text.text = $"点击{act}陀螺仪校准({progress}%)";
+    }
+
+    float _clickCalibrateMagTime = -100;
+    public void OnClick_CalibrateMag()
+    {
+        _clickCalibrateMagTime = Time.realtimeSinceStartup;
+        SmartBowHelper.GetInstance().StartMagCalibration();
+    }
+
+    void UpdateCalibrateMagText()
+    {
+        Text text = _btnCalibrateMag.GetComponentInChildren<Text>();
+        if (SmartBowHelper.GetInstance().IsMagCompleted())
+        {
+            text.text = $"<color=green>地磁计校准完成</color>(点击重置)";
+        }
+        else
+        {
+            string tip = Time.realtimeSinceStartup - _clickCalibrateMagTime < 2 ? "<color=#FF670D>已重置</color>" : "点击重置";
+            text.text = $"<color=blue>地磁计自动校准中</color>({tip})";
+        }
+    }
+
+    public void OnClick_StartRotationSensor()
+    {
+        bool success = SmartBowHelper.GetInstance().StartRotationSensor();
+        if (!success) TipText.Show("开启九轴传感失败\n原因\n模块未连接或未初始化完成");
+        else TipText.Show("开启九轴传感\n指令发送成功");
+    }
+
+    public void OnClick_StopRotationSensor()
+    {
+        bool success = SmartBowHelper.GetInstance().StopRotationSensor();
+        if (!success) TipText.Show("停止九轴传感失败\n原因\n模块未连接或未初始化完成");
+        else TipText.Show("停止九轴传感\n指令发送成功");
+    }
+
+    public void OnClick_StartShootingSensor()
+    {
+        bool success = SmartBowHelper.GetInstance().StartShootingSensor();
+        if (!success) TipText.Show("开启射箭传感失败\n原因\n模块未连接或未初始化完成");
+        else TipText.Show("开启射箭传感\n指令发送成功");
+    }
+
+    public void OnClick_StopShootingSensor()
+    {
+        bool success = SmartBowHelper.GetInstance().StopShootingSensor();
+        if (!success) TipText.Show("停止射箭传感失败\n原因\n模块未连接或未初始化完成");
+        else TipText.Show("停止射箭传感\n指令发送成功");
+    }
+
+    public void OnClick_Login()
+    {
+        if (string.IsNullOrWhiteSpace(_inputFieldUsername.text) || string.IsNullOrWhiteSpace(_inputFieldPassword.text))
+        {
+            TipText.Show("请输入账号密码");
+            return;
+        }
+        SmartBowHelper.GetInstance().Login(
+            _inputFieldGameID.text,
+            _inputFieldChannelID.text,
+            _inputFieldUsername.text,
+            _inputFieldPassword.text,
+            (res) =>
+            {
+                if (res.success)
+                {
+                    Debug.Log("登录成功");
+                    UpdateLoginUI(1);
+                }
+                TipText.Show(res.message);
+            });
+    }
+
+    public void OnClick_Logout()
+    {
+        SmartBowHelper.GetInstance().Logout((success) =>
+        {
+            if (success)
+            {
+                TipText.Show($"登出成功");
+                UpdateLoginUI(0);
+            }
+            else TipText.Show($"登出失败");
+        });
+    }
+
+    public void OnClick_GetUserInfo()
+    {
+        SmartBowHelper.GetInstance().GetUserInfo((res) =>
+        {
+            if (res.success)
+            {
+                Debug.Log("获取用户信息成功");
+               // UserInfo userInfo = res.userInfo;
+                //Debug.Log(JsonConvert.SerializeObject(userInfo));
+                ////渲染UI
+                //StartCoroutine(SmartBowNetwork.LoadSprite(userInfo.avatarUrl, (sprite) =>
+                //{
+                //    _imgAvatar.sprite = sprite;
+                //    _imgAvatar.enabled = true;
+                //}));
+                //_textNickname.text = userInfo.nickname;
+                //_textNickname.enabled = true;
+                //_textGender.text = userInfo.gender == 1 ? "男" : "女";
+                //_textGender.enabled = true;
+            }
+            TipText.Show(res.message);
+        });
+    }
+
+    void UpdateLoginUI(int step)
+    {
+        _inputFieldGameID.gameObject.SetActive(step == 0);
+        _inputFieldChannelID.gameObject.SetActive(step == 0);
+        _inputFieldUsername.gameObject.SetActive(step == 0);
+        _inputFieldPassword.gameObject.SetActive(step == 0);
+        _btnLogin.gameObject.SetActive(step == 0);
+        _btnLogout.gameObject.SetActive(step == 1);
+        _btnGetUserInfo.gameObject.SetActive(step == 1);
+        _imgAvatar.gameObject.SetActive(step == 1);
+        _textNickname.gameObject.SetActive(step == 1);
+        _textGender.gameObject.SetActive(step == 1);
+        _imgAvatar.enabled = false;
+        _imgAvatar.sprite = null;
+        _textNickname.enabled = false;
+        _textGender.enabled = false;
+    }
+}

+ 11 - 0
Assets/Demo/Scripts/DemoStarter.cs.meta

@@ -0,0 +1,11 @@
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+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
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+  userData: 
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+ 424 - 0
Assets/Demo/Scripts/SmartBowDemoUI.cs

@@ -0,0 +1,424 @@
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections.Generic;
+using SmartBowSDK;
+using Newtonsoft.Json;
+using System.Linq;
+using System.Collections;
+
+namespace SmartBowDemoUI
+{
+    public class SmartBowDemoUI : MonoBehaviour
+    {
+        public Transform contentRoot; // ScrollView Content
+        public GameObject rowPrefab;
+
+        [SerializeField] Image _imgAvatar;
+        [SerializeField] Text _textNickname;
+        [SerializeField] Text _textGender;
+
+        string account;//账号
+
+        string phoneNumber; //手机号
+        string email; //邮箱
+        string secret2 = "GF5qw/p0TF+qs9ByFBtMXnlExuU9YFe0XhHG5TDmnNM=";//游戏密钥2
+        string password;//密码
+
+        string channelId = "Android";//渠道ID
+        string gameId = "SmartBowSDK";//游戏ID
+
+        public int serverIndex = 0; //国内的用0,国外的用1
+
+        private List<string> inputs = new List<string>();
+        SmartBowHelper BowSmartBowHelper;
+        public SmartBowHelper MyBowSmartBowHelper => BowSmartBowHelper;
+        void Start()
+        {
+            SmartBowLogger.isDebug = true;
+            //SmartBowNetwork.SetLocal("192.168.0.108");
+            SmartBowNetwork.SetLocal("8.155.53.54");
+            BowSmartBowHelper = SmartBowHelper.NewInstance();
+
+            CreateRow("登录", "登录获取用户数据", new[] { "GameID", "ChannelID", "用户名", "密码" }, (values) =>
+            {
+                BowSmartBowHelper.Login(values[0], values[1], values[2], values[3], (res) =>
+                {
+                    if (res.success)
+                    {
+                        Debug.Log("登录成功: " + res.message);
+                        TipText.Show(res.message);
+                        account = values[2];
+                        BowSmartBowHelper.GetUserInfo((res) =>
+                        {
+                            UserInfo userInfo = res.userInfo;
+                            Debug.Log("用户信息: " + JsonConvert.SerializeObject(userInfo));
+                            //渲染UI
+                            StartCoroutine(SmartBowNetwork.LoadSprite(userInfo.avatarUrl, (sprite) =>
+                            {
+                                _imgAvatar.sprite = sprite;
+                            }));
+                            _textNickname.text = userInfo.nickname;
+                            _textGender.text = userInfo.gender == 1 ? "男" : "女";
+                        });
+                    }
+                    else
+                    {
+                        Debug.LogError("登录失败: " + res.message);
+                        TipText.Show(res.message);
+                        return;
+                    }
+
+                });
+            });
+
+            CreateRow("登出", "退出用户登录", null, (_) =>
+            {
+                BowSmartBowHelper.Logout((success) =>
+                {
+                    TipText.Show(success ? "登出成功" : "登出失败");
+                    if (success)
+                    {
+                        _imgAvatar.sprite = null;
+                        _textNickname.text = "未登录";
+                        _textGender.text = "";
+                    }
+                });
+            });
+
+            if (serverIndex == 0)
+            {
+                CreateRow("发送验证码", "注册修改密码等需要先发送对应的验证码", new[] { "手机号" }, (values) =>
+                {
+                    Debug.Log(values + " = " + values[0]);
+                    phoneNumber = values[0];
+                    BowSmartBowHelper.SendPhoneValidateCode(values[0], 0, TipText.Show);
+                });
+                // CreateRow("单纯验证", new[] { "手机号", "Code" }, (values) =>
+                // {
+                //     Debug.Log(values[0]);
+                //     if (int.TryParse(values[1], out int code))
+                //     {
+                //         BowSmartBowHelper.ValidatePhone(values[0], code, TipText.Show);
+                //     }
+                //     else
+                //     {
+                //         TipText.Show("Invalid code format");
+                //     }
+                // });
+            }
+            else if (serverIndex == 1)
+            {
+                CreateRow("发送验证码", "注册修改密码等需要先发送对应的验证码", new[] { "邮箱" }, (values) =>
+                {
+                    email = values[0];
+                    BowSmartBowHelper.SendEmailValidateCode(values[0], 0, TipText.Show);
+                });
+                // CreateRow("单纯验证", new[] { "邮箱", "Code" }, (values) =>
+                // {
+                //     Debug.Log(values[0]);
+                //     if (int.TryParse(values[1], out int code))
+                //     {
+                //         BowSmartBowHelper.ValidatePhone(values[0], code, TipText.Show);
+                //     }
+                //     else
+                //     {
+                //         TipText.Show("Invalid code format");
+                //     }
+                // });
+            }
+            else
+            {
+                Debug.LogError("Invalid server index: " + serverIndex);
+            }
+
+            CreateRow("注册", "注册新账号,以用户名注册,可以和手机邮箱一致", new[] { "用户名", serverIndex == 1 ? "邮箱" : "手机号", "Code1", "密码" }, (values) =>
+            {
+                if (!int.TryParse(values[2], out int code))
+                {
+                    TipText.Show("Invalid code format");
+                    return;
+                }
+                //国内
+                if (serverIndex == 0)
+                {
+                    BowSmartBowHelper.Register(0, values[0], values[3], "", values[1], code, TipText.Show);
+                }
+                //国外
+                else if (serverIndex == 1)
+                {
+                    BowSmartBowHelper.Register(1, values[0], values[3], values[1], "", code, TipText.Show);
+                }
+                else
+                {
+                    Debug.LogError("Invalid server index: " + serverIndex);
+                }
+            });
+
+            CreateRow("修改密码", "修改用户名对应的密码", new[] { "用户名", serverIndex == 1 ? "邮箱" : "手机号", "Code2", "新密码" }, (values) =>
+            {
+                if (!int.TryParse(values[2], out int code))
+                {
+                    TipText.Show("Invalid code format");
+                    return;
+                }
+                BowSmartBowHelper.ResetPassword(serverIndex, values[0], values[1], code, values[3], TipText.Show);
+            });
+
+            // CreateRow("修改用户名", "修改用户昵称", new[] { "昵称" }, (values) =>
+            // {
+            //     BowSmartBowHelper.SaveUserName(values[0], TipText.Show);
+            // });
+            CreateRow("用户数据", "", new[] { "昵称", "头像url","生日","性别","国家", "省", "市" }, (values) =>
+            {
+                UserInfoExtended userInfoExtended = new UserInfoExtended();
+                userInfoExtended.nickname = values[0];
+                userInfoExtended.avatarUrl = values[1];//"https://thirdwx.qlogo.cn/mmopen/vi_32/Q0j4TwGTfTIWjCZKDf26TYib0Cia8vribsmQChxCkfibXYaPCVW69B7G2f5LUGYly2R6vEib9ic11L9zYBC350D93NZg/132";
+                userInfoExtended.birthday = values[2];//"1995-01-01";
+                userInfoExtended.gender = int.TryParse(values[3], out int gender) ? gender : 1;
+                userInfoExtended.country = values[4];
+                userInfoExtended.state = values[5];
+                userInfoExtended.city = values[6];
+                BowSmartBowHelper.SaveUserInfo(userInfoExtended, TipText.Show);
+            });
+            //提示使用
+            CreateRow("用户注册事项", "修改用户数据,注册后要录入国省市,不然影响排行榜", null, null);
+            
+            //上传普通的排行榜成绩
+            CreateRow("上传成绩", "密钥游戏排行记录", new[] { "密钥", "得分" }, (values) =>
+            {
+                int score = int.TryParse(values[1], out var s) ? s : 0;
+                BowSmartBowHelper.UploadSeasonSinglePlayerGameRes(values[0], score, TipText.Show);
+            });
+            /**
+               * 上传赛季pk分数
+               * @param roomKey pk时候房间id
+               * @param secret 解析 pk游戏类型密钥
+               * @param p2ID 对战用户2 ID
+               * @param gameRes PK游戏结果,0:玩家1胜利;1:玩家2胜利;2:双方平局
+               */
+            CreateRow("上传pk成绩", "", new[] { "房间id", "密钥", "对战用户2 ID", "PK游戏结果" }, (values) =>
+            {
+                string roomKey = values[0].Trim();
+                string secret = values[1].Trim();
+                string p2Str = values[2].Trim();
+                string gameResStr = values[3].Trim();
+
+                int userId2 = int.TryParse(p2Str, out var id2) ? id2 : 0;
+                int gameRes = int.TryParse(gameResStr, out var res) ? res : 0;
+
+                BowSmartBowHelper.UploadSeasonPKGameRes(roomKey, secret, userId2, gameRes, TipText.Show);
+            });
+            /**
+               * 获取用户排行榜
+               * @param secret 密钥
+               * @param rankArea 排行区域 3:国,1:省,2市,其他:全球
+               * @param countryCode
+               * @param stateCode
+               * @param cityCode
+               * @return
+               */
+            CreateRow("获取排行榜", "", new[] { "密钥", "排行区域", "国家", "省", "市" }, (values) =>
+            {
+                int rankArea = int.TryParse(values[1], out var r) ? r : 0;
+                BowSmartBowHelper.GetSeasonRankListByGameType(values[0], rankArea, values[2], values[3], values[4], TipText.Show);
+            });
+            /**
+                * 获取用户排行榜以及自定义
+                * @param secret 密钥
+                * @param rankArea 排行区域 3:国,1:省,2市,其他:全球
+                * @param countryCode
+                * @param stateCode
+                * @param cityCode
+                * @param rankType 1是降序,其他是升序(不能小于0)
+                * @param count 数量:不能小于0
+                * @return
+                */
+            CreateRow("获取我的排名", "", new[] { "密钥", "排行区域", "国家", "省", "市", "排序", "数量" }, (values) =>
+            {
+                int rankArea = int.Parse(values[1]);
+                int rankType = int.Parse(values[5]);
+                int count = int.Parse(values[6]);
+                BowSmartBowHelper.GetUserRankByGameType(values[0], rankArea, values[2], values[3], values[4], rankType, count, TipText.Show);
+            });
+            // 上传定制字段的排行榜成绩
+            // userID为账号唯一标识码
+            // taskID为任务对应id,比如判断射击是0,记忆射击是1
+            // difficultType为任务难度类型,比如标准是0,进阶是1,专业是2
+            // modeType为模式类型,比如无任何模式是0,战术模式是1
+            // deviceType为设备类型,比如M9电子手枪为0
+            // score为上述userID账户在判断射击标准难度下无任何模式使用M9电子手枪的分数3889
+            CreateRow("上传成绩", "定制字段游戏数据排行记录", new[] { "密钥2", "任务ID", "难度", "模式", "设备", "得分" }, (values) =>
+            {
+                string secret = values[0];
+                int taskId = int.TryParse(values[1], out var v1) ? v1 : 0;
+                int difficultType = int.TryParse(values[2], out var v2) ? v2 : 0;
+                int modeType = int.TryParse(values[3], out var v3) ? v3 : 0;
+                int deviceType = int.TryParse(values[4], out var v4) ? v4 : 0;
+                int score = int.TryParse(values[5], out var v5) ? v5 : 0;
+
+                BowSmartBowHelper.UploadCustomLeaderboardScore(
+                    secret, taskId, difficultType, modeType, deviceType, score, TipText.Show);
+            });
+            //获取定制字段的排行榜
+            // userID为账号唯一标识码
+            // taskID为任务对应id,比如判断射击是0,记忆射击是1
+            // difficultType为任务难度类型,比如标准是0,进阶是1,专业是2
+            // modeType为模式类型,比如无任何模式是0,战术模式是1
+            // deviceType为设备类型,比如M9电子手枪为0
+            // deta排行榜日期类型,比如0是按周筛选下的排名,1为按月,2为按年,-1为不筛选日期
+            CreateRow("获取排行榜", "定制字段游戏数据排行记录", new[] { "密钥2", "任务ID", "难度", "模式", "设备", "日期" }, (values) =>
+            {
+                string secret = values[0];
+                int taskId = int.TryParse(values[1], out var v1) ? v1 : 0;
+                int difficultType = int.TryParse(values[2], out var v2) ? v2 : 0;
+                int modeType = int.TryParse(values[3], out var v3) ? v3 : 0;
+                int deviceType = int.TryParse(values[4], out var v4) ? v4 : 0;
+                int deta = int.TryParse(values[5], out var v5) ? v5 : -1;
+
+                BowSmartBowHelper.GetCustomLeaderboard(
+                    secret, taskId, difficultType, modeType, deviceType, deta, TipText.Show);
+            });
+        }
+        // 👇 新增:用于同步相同 placeholder 的输入框
+        private Dictionary<string, List<InputField>> sharedInputs = new Dictionary<string, List<InputField>>();
+
+        void CreateRow(string title, string describe, string[] placeholders, System.Action<string[]> onClick)
+        {
+            if (placeholders == null) placeholders = new string[0];
+
+            GameObject row = Instantiate(rowPrefab, contentRoot);
+            row.SetActive(true);
+
+            Text titleText = row.transform.Find("TitleText").GetComponent<Text>();
+            Text describeText = row.transform.Find("Describe").GetComponent<Text>();
+            describeText.text = describe;
+            Transform contentGroup = row.transform;
+
+            Button execButton = contentGroup.Find("ExecButton").GetComponent<Button>();
+            if(placeholders.Length == 0 && onClick == null)
+            {
+                execButton.gameObject.SetActive(false);
+            }
+            else
+            {
+                execButton.gameObject.SetActive(true);
+            }
+            Transform inputTemplate = contentGroup.Find("Input");
+            inputTemplate.gameObject.SetActive(false);
+
+            List<InputField> inputFields = new List<InputField>();
+            int execIndex = execButton.transform.GetSiblingIndex();
+
+            for (int i = placeholders.Length - 1; i >= 0; i--)
+            {
+                string placeholder = placeholders[i];
+
+                Transform inputTf = Instantiate(inputTemplate, contentGroup);
+                inputTf.name = "Input" + i;
+                inputTf.SetSiblingIndex(execIndex);
+                inputTf.gameObject.SetActive(true);
+
+                LayoutElement _layoutElement = inputTf.gameObject.AddComponent<LayoutElement>();
+                _layoutElement.preferredWidth = 230;
+                _layoutElement.preferredHeight = 60;
+
+                InputField input = inputTf.GetComponent<InputField>();
+                input.placeholder.GetComponent<Text>().text = placeholder;
+
+                // 从本地读取覆盖默认值
+                string savedValue = PlayerPrefs.GetString($"SmartBowInput_{placeholder}", "");
+                if (!string.IsNullOrEmpty(savedValue))
+                {
+                   // input.text = savedValue;
+                    StartCoroutine(SetInputTextNextFrame(input, savedValue));
+                }
+                else
+                {
+                    //默认值
+                    if (placeholder == "GameID")
+                        input.text = gameId;
+                    else if (placeholder == "ChannelID")
+                        input.text = channelId;
+                    else if (placeholder == "密钥2")
+                        StartCoroutine(SetInputTextNextFrame(input, secret2));
+
+                }
+
+                inputFields.Insert(0, input); // 保持顺序
+
+
+
+                // 👇 注册同步逻辑
+                if (!sharedInputs.ContainsKey(placeholder))
+                    sharedInputs[placeholder] = new List<InputField>();
+
+                sharedInputs[placeholder].Add(input);
+
+                bool isSyncing = false;
+
+                input.onValueChanged.AddListener((newValue) =>
+                {
+                    if (isSyncing) return;
+
+                    isSyncing = true;
+
+                    foreach (var otherInput in sharedInputs[placeholder])
+                    {
+                        if (otherInput != input && otherInput.text != newValue)
+                            otherInput.text = newValue;
+                    }
+
+                    isSyncing = false;
+                });
+
+                input.onEndEdit.AddListener((newValue) =>
+                {
+                    // 存储到本地
+                    PlayerPrefs.SetString($"SmartBowInput_{placeholder}", newValue);
+                    PlayerPrefs.Save();
+                });
+            }
+
+            titleText.text = title;
+
+            execButton.onClick.RemoveAllListeners();
+            execButton.onClick.AddListener(() =>
+            {
+                var values = inputFields.Select(field => field.text).ToArray();
+                onClick.Invoke(values);
+            });
+
+            StartCoroutine(RefreshLayoutNextFrame(row.transform));
+        }
+        IEnumerator RefreshLayoutNextFrame(Transform root)
+        {
+            yield return null; // 等待一帧
+            LayoutRebuilder.ForceRebuildLayoutImmediate((RectTransform)root);
+        }
+
+        IEnumerator SetInputTextNextFrame(InputField input, string text)
+        {
+            yield return new WaitForSeconds(1.0f);//new WaitForEndOfFrame(); // 等待布局初始化
+            input.text = text;
+
+
+        }
+
+    }
+
+    public static class TipText
+    {
+        public static void Show(string message)
+        {
+            Debug.Log("[提示] " + message);
+            // 或者调用 UI 展示
+        }
+
+        public static void Show(RequestResult result)
+        {
+            //Show(result.code + " = " + result.msg);
+            string dataStr = result.data != null ? JsonConvert.SerializeObject(result.data, Formatting.Indented) : "null";
+            Show($"{result.code} = {result.msg} = Data:{dataStr}");
+        }
+    }
+}

+ 11 - 0
Assets/Demo/Scripts/SmartBowDemoUI.cs.meta

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+ 34 - 0
Assets/Demo/Scripts/TipText.cs

@@ -0,0 +1,34 @@
+using System.Collections;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class TipText : MonoBehaviour
+{
+    private static TipText _Instance;
+
+    void Awake()
+    {
+        _Instance = this;
+        gameObject.SetActive(false);
+    }
+
+    void Notify(string text)
+    {
+        gameObject.SetActive(true);
+        GetComponentInChildren<Text>().text = text;
+        LayoutRebuilder.ForceRebuildLayoutImmediate(GetComponent<RectTransform>());
+        StopCoroutine("DelayHide");
+        StartCoroutine("DelayHide");
+    }
+
+    IEnumerator DelayHide()
+    {
+        yield return new WaitForSeconds(3);
+        gameObject.SetActive(false);
+    }
+
+    public static void Show(string text)
+    {
+        if (_Instance) _Instance.Notify("<color=#2FFFEC>提示</color>\n" + text);
+    }
+}

+ 11 - 0
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+ 87 - 0
Assets/Demo/Scripts/WrapLayoutGroup.cs

@@ -0,0 +1,87 @@
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections.Generic;
+
+[AddComponentMenu("Layout/Wrap Layout Group")]
+public class WrapLayoutGroup : LayoutGroup
+{
+    public float spacingX = 10;
+    public float spacingY = 10;
+
+    public override void CalculateLayoutInputHorizontal()
+    {
+        base.CalculateLayoutInputHorizontal();
+        CalcAlongAxis(0);
+    }
+
+    public override void CalculateLayoutInputVertical()
+    {
+        CalcAlongAxis(1);
+    }
+
+    public override void SetLayoutHorizontal()
+    {
+        SetChildrenLayout(0);
+    }
+
+    public override void SetLayoutVertical()
+    {
+        SetChildrenLayout(1);
+    }
+
+    void CalcAlongAxis(int axis)
+    {
+        float width = rectTransform.rect.width;
+        float curX = padding.left;
+        float curY = padding.top;
+        float maxHeightInRow = 0;
+
+        for (int i = 0; i < rectChildren.Count; i++)
+        {
+            RectTransform child = rectChildren[i];
+            float childWidth = LayoutUtility.GetPreferredSize(child, 0);
+            float childHeight = LayoutUtility.GetPreferredSize(child, 1);
+
+            if (curX + childWidth + padding.right > width)
+            {
+                curX = padding.left;
+                curY += maxHeightInRow + spacingY;
+                maxHeightInRow = 0;
+            }
+
+            curX += childWidth + spacingX;
+            maxHeightInRow = Mathf.Max(maxHeightInRow, childHeight);
+        }
+
+        float totalHeight = curY + maxHeightInRow + padding.bottom;
+        SetLayoutInputForAxis(totalHeight, totalHeight, -1, axis);
+    }
+
+    void SetChildrenLayout(int axis)
+    {
+        float width = rectTransform.rect.width;
+        float curX = padding.left;
+        float curY = padding.top;
+        float maxHeightInRow = 0;
+
+        for (int i = 0; i < rectChildren.Count; i++)
+        {
+            RectTransform child = rectChildren[i];
+            float childWidth = LayoutUtility.GetPreferredSize(child, 0);
+            float childHeight = LayoutUtility.GetPreferredSize(child, 1);
+
+            if (curX + childWidth + padding.right > width)
+            {
+                curX = padding.left;
+                curY += maxHeightInRow + spacingY;
+                maxHeightInRow = 0;
+            }
+
+            SetChildAlongAxis(child, 0, curX, childWidth);
+            SetChildAlongAxis(child, 1, curY, childHeight);
+
+            curX += childWidth + spacingX;
+            maxHeightInRow = Mathf.Max(maxHeightInRow, childHeight);
+        }
+    }
+}

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+ 73 - 0
Assets/InfraredDemo/Editor/RemoveMissingScripts.cs

@@ -0,0 +1,73 @@
+using UnityEditor;
+using UnityEngine;
+
+public class RemoveMissingScripts : EditorWindow
+{
+    [MenuItem("Tools/Remove Missing Scripts")]
+    static void RemoveMissingScriptsFromAllGameObjects()
+    {
+        // 获取所有场景中的 GameObject
+        GameObject[] allObjects = GameObject.FindObjectsOfType<GameObject>();
+
+        foreach (GameObject obj in allObjects)
+        {
+            // 如果是预制体实例化的对象
+            if (PrefabUtility.GetPrefabAssetType(obj) != PrefabAssetType.NotAPrefab)
+            {
+                // 在预制体实例中操作
+                RemoveMissingScriptsFromPrefab(obj);
+            }
+            else
+            {
+                // 在场景中的对象中删除丢失的脚本
+                RemoveMissingScriptsFromGameObject(obj);
+            }
+        }
+
+        // 刷新编辑器
+        AssetDatabase.SaveAssets();
+        EditorUtility.DisplayDialog("Completed", "Removed missing scripts from all GameObjects and Prefabs.", "OK");
+    }
+
+    // 删除场景中的丢失脚本组件
+    static void RemoveMissingScriptsFromGameObject(GameObject obj)
+    {
+        Component[] components = obj.GetComponents<Component>();
+
+        foreach (var component in components)
+        {
+            if (component == null)
+            {
+                Undo.DestroyObjectImmediate(obj.GetComponent(component.GetType()));
+                Debug.Log("Removed missing script from: " + obj.name);
+            }
+        }
+    }
+
+    // 删除预制体中的丢失脚本组件
+    static void RemoveMissingScriptsFromPrefab(GameObject prefabInstance)
+    {
+        // 确保进入编辑模式
+        if (!PrefabUtility.IsPartOfPrefabAsset(prefabInstance))
+        {
+            Debug.LogWarning("The selected object is not a prefab instance.");
+            return;
+        }
+
+        // 获取预制体的根实例及其所有组件
+        Component[] components = prefabInstance.GetComponentsInChildren<Component>(true);
+
+        foreach (var component in components)
+        {
+            if (component == null)
+            {
+                // 在编辑预制时删除丢失的组件
+                Undo.DestroyObjectImmediate(prefabInstance.GetComponent(component.GetType()));
+                Debug.Log("Removed missing script from prefab instance: " + prefabInstance.name);
+            }
+        }
+
+        // 确保对预制体的修改被保存
+        PrefabUtility.ApplyPrefabInstance(prefabInstance, InteractionMode.UserAction);
+    }
+}

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Assets/InfraredDemo/Scenes/InfraredDllDemo.unity.meta

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Assets/InfraredDemo/Scripts/BLEManager.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using SmartBowSDK;
+using UnityEngine.UI;
+using System;
+using static ScreenLocate;
+
+namespace InfraredDLLManager
+{
+    public class BLEManager : MonoBehaviour
+    {
+        #region 线上默认自动连接扫描
+        //默认自动连接扫描
+        [Header("连接扫描属性")]
+        [Tooltip("是否自动连接扫描")]
+        [SerializeField]
+        bool autoConnectAndScan = false;
+
+        bool isConnectName = true;//默认用名字连接
+        string connectMacStr;//当前需要连接的mac
+
+        private float notUserDoConnectTime = 0f;
+        private float autoConnectInterval = 5f; // 自动连接间隔时间,单位秒
+        #endregion
+
+
+        //数据存储标识
+        string userTags = "test";
+        //建立的设备信息id.
+        int deviceId = 1;
+
+        public Text fpsText;
+        public float shootSpeed = 0;
+
+        #region log输出
+        public Action<string> OnLogAction;
+        void logOutBow(string text)
+        {
+            Debug.Log("logOutBow:" + text);
+            OnLogAction?.Invoke(text);
+        }
+        #endregion
+
+        // Start is called before the first frame update
+        void Start()
+        {
+            InitBluetoothObj();
+            InitBluetoothObj2();
+        }
+
+        // Update is called once per frame
+        void Update()
+        {
+           
+        }
+
+        public void SetFPS(float fps) {
+           if(fpsText) fpsText.text = "FPS:"+ fps.ToString("F2");
+        }
+
+        //弓箭蓝牙
+        SmartBowHelper BowSmartBowHelper;
+        public SmartBowHelper MyBowSmartBowHelper => BowSmartBowHelper;
+        void InitBluetoothObj()
+        {
+
+            SmartBowLogger.isDebug = true;
+
+            BowSmartBowHelper = SmartBowHelper.NewInstance();
+            BowSmartBowHelper.OnBluetoothModuleInited += OnBluetoothModuleInited;
+            BowSmartBowHelper.OnBluetoothError += OnBluetoothError;
+            BowSmartBowHelper.OnShooting += OnShooting1P;
+            BowSmartBowHelper.OnBleDeviceState += OnBleDeviceState;
+            BowSmartBowHelper.OnDeviceAndSystemInfoEvent += OnDeviceAndSystemInfoEvent;
+            BowSmartBowHelper.OnFunctionKeyPress += OnFunctionKeyPress;
+            BowSmartBowHelper.OnFunctionKeyLongPress += OnFunctionKeyLongPress;
+
+            //进去开启自动搜索连接
+            //autoConnectAndScan = true;
+            //buttonScanType = ButtonScanType.AutoConnectBtn;
+            //Debug.Log("开启自动搜索连接 ButtonScanType:" + buttonScanType);
+        }
+
+        SmartBowHelper BowSmartBowHelper2;
+        public SmartBowHelper MyBowSmartBowHelper2 => BowSmartBowHelper2;
+        void InitBluetoothObj2()
+        {
+            BowSmartBowHelper2 = SmartBowHelper.NewInstance();
+            BowSmartBowHelper2.OnBluetoothModuleInited =()=> {
+                Debug.Log("OnBluetoothModuleInited2");
+                logOutBow("2P 设备 Mac:" + BowSmartBowHelper2.GetMacAddress() + "\n电量:" + BowSmartBowHelper2.GetBattery());
+            };
+            BowSmartBowHelper2.OnBluetoothError += OnBluetoothError;
+            BowSmartBowHelper2.OnShooting += OnShooting2P;
+            BowSmartBowHelper2.OnFunctionKeyPress += OnFunctionKeyPress;
+            BowSmartBowHelper2.OnFunctionKeyLongPress += OnFunctionKeyLongPress;
+        }
+
+        void OnBluetoothModuleInited()
+        {
+            Debug.Log("OnBluetoothModuleInited:");
+            BowSmartBowHelper.StartRotationSensor();
+            BowSmartBowHelper.StartShootingSensor();
+
+            logOutBow("1P 设备 Mac:" + BowSmartBowHelper.GetMacAddress() +"\n电量:"+ BowSmartBowHelper.GetBattery());
+        }
+        void OnBluetoothError(BluetoothError error, string message)
+        {
+            Debug.Log("OnBluetoothError:" + error);
+            logOutBow("连接失败:" + error);
+            if (error == BluetoothError.ScanNotFoundTargetDevice)
+            {
+                TipText.Show("连接失败,未发现目标设备!");
+                return;
+            }
+            TipText.Show(message);
+        }
+        //加一个枪射击的触发时间
+        float _lastShootTime = 0;
+        void OnShooting1P(float speed)
+        {
+            //Bow.Instance.Shoot();
+
+            //流程触发红外描点
+            InfraredScreenPositioningView infraredScreenPositioningView = FindAnyObjectByType<InfraredScreenPositioningView>();
+            if (infraredScreenPositioningView)
+            {
+                if (Time.realtimeSinceStartup - _lastShootTime < 1) return;
+                _lastShootTime = Time.realtimeSinceStartup;
+                InvokeOnCrossBtnEvent();
+            }
+            else
+            {
+                shootSpeed = speed;
+
+                Debug.Log("1P射击速度:" + shootSpeed);
+
+            }
+
+            logOutBow("1P射击速度:" + shootSpeed);
+
+        }
+
+        void OnShooting2P(float speed)
+        {
+            logOutBow("2P射击速度:" + shootSpeed);
+
+        }
+        void OnFunctionKeyPress()
+        {
+            Debug.Log("功能键短按");
+            InfraredScreenPositioningView infraredScreenPositioningView = FindAnyObjectByType<InfraredScreenPositioningView>();
+            if (infraredScreenPositioningView)
+            {
+                InvokeOnCrossBtnEvent();
+            }
+            else
+            {
+                //显示控制准心按钮
+            
+            }
+
+        }
+
+        void OnFunctionKeyLongPress()
+        {
+            Debug.Log("HOUYI Pro使用长按视角归位键;在ARTEMIS Pro使用快速双击按键");
+        }
+        /// <summary>
+        /// 设备类型和设备操作,比如上膛,换弹夹等
+        /// </summary>
+        /// <param name="bluetoothDeviceType"></param>
+        /// <param name="bluetoothDeviceStatus"></param>
+        void OnBleDeviceState(BluetoothDeviceType bluetoothDeviceType, BluetoothDeviceStatus bluetoothDeviceStatus)
+        {
+            logOutBow("设备类型:" + bluetoothDeviceType + ",状态:" + bluetoothDeviceStatus);
+        }
+
+        /// <summary>
+        /// 设备类型和设备信息
+        /// </summary>
+        /// <param name="connectPlatform"></param>
+        /// <param name="bluetoothDeviceType"></param>
+        void OnDeviceAndSystemInfoEvent(ConnectPlatform connectPlatform, BluetoothDeviceType bluetoothDeviceType)
+        {
+            logOutBow("当前设备平台:"+ connectPlatform+",设备类型:" + bluetoothDeviceType);
+        }
+        
+        /// <summary>
+        /// 根据名字搜索
+        /// </summary>
+        public void ConnectBluetoothDevice(SmartBowHelper _BowSmartBowHelper)
+        {
+            connectMacStr = "";
+            _BowSmartBowHelper.SetFilters("HOUYI Pro | ARTEMIS Pro | Pistol | Pistol M9");
+            connectBLEDevice(_BowSmartBowHelper);
+        }
+        //根据mac匹配
+        public void ConnectBluetoothDeviceByMac(SmartBowHelper _BowSmartBowHelper,string mac)
+        {
+            connectMacStr = mac;
+            connectBLEDevice(_BowSmartBowHelper);
+        }
+        void connectBLEDevice(SmartBowHelper _BowSmartBowHelper)
+        {
+            _BowSmartBowHelper.SetIsConnectName(isConnectName);
+            _BowSmartBowHelper.SetConnectMacStr(connectMacStr);
+            _BowSmartBowHelper.Connect(userTags, deviceId, true);
+        }
+
+        /// <summary>
+        /// 自动连接设备,根据是否使用名称或MAC地址连接
+        /// </summary>
+        private void AutoConnectDevice()
+        {
+            if (isConnectName)
+            {
+                Debug.Log("自动根据名称连接设备...");
+                ConnectBluetoothDevice(BowSmartBowHelper);
+            }
+            //else if (!string.IsNullOrEmpty(connectMacStr))
+            //{
+            //    Debug.Log($"自动根据MAC连接设备: {connectMacStr}");
+            //    ConnectBluetoothDeviceByMac(connectMacStr);
+            //}
+        }
+
+        public void DisConnectBLEDevice()
+        {
+            logOutBow("DisConnectBLEDevice");
+            BluetoothStatusEnum _currentStatus = BowSmartBowHelper.GetBluetoothStatus();
+            if (_currentStatus == BluetoothStatusEnum.Connected)
+            {
+                BowSmartBowHelper.Disconnect();
+            }
+        }
+        public OnCrossBtnEventEvent OnCrossBtnEvent;
+        public delegate void OnCrossBtnEventEvent();
+        /// <summary>
+        /// 准心事件
+        /// </summary>
+        public void InvokeOnCrossBtnEvent()
+        {
+            try
+            {
+                OnCrossBtnEvent?.Invoke();
+            }
+            catch (System.Exception e)
+            {
+                Debug.LogError(e);
+            }
+        }
+
+
+        public void ButtonShoot()
+        {
+
+            //posAction?.Invoke(new Vector3(1 * Screen.width, 1 * Screen.height, 0));
+            ////调用游戏中的射箭接口
+            //if (ArmBow.ins)
+            //{
+            //    ArmBow.ins.ADS_fire(true);
+            //}
+            //else
+            //{
+            //    OnGameShoot?.Invoke(10);
+            //}
+        }
+    }
+}
+

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Assets/InfraredDemo/Scripts/Editor.meta

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+ 88 - 0
Assets/InfraredDemo/Scripts/Editor/ChangeScriptEncodingFormat.cs

@@ -0,0 +1,88 @@
+using UnityEngine;
+using UnityEditor;
+using System.IO;
+using System.Text;
+
+public class ChangeScriptEncodingFormat
+{
+    // 添加一个右键菜单。
+    // % 按下ctrl时显示菜单。(Windows: control, macOS: command)
+    // & 按下alt时显示菜单。(Windows/Linux: alt, macOS: option)
+    // _ 按下shift时显示菜单。(Windows/Linux/macOS: shift)
+    [MenuItem("Assets/脚本改格式:GB2312->UTF8无BOM %g", false, 100)]
+    private static void CustomMenu()
+    {
+        // 例如: 获取Project视图中选定的对象
+        Object selectedObject = Selection.activeObject;
+
+        if (selectedObject != null)
+        {
+            // 获取选定对象的相对路径
+            string relativeAssetPath = AssetDatabase.GetAssetPath(selectedObject);
+            // 获取项目根目录路径
+            string projectPath = Path.GetDirectoryName(Application.dataPath);
+            // 获取选定对象的绝对路径
+            string absoluteAssetPath = Path.Combine(projectPath, relativeAssetPath);
+            // 获取选定对象的文件名(包括后缀)
+            string fileName = Path.GetFileName(relativeAssetPath);
+
+            Debug.Log("执行自定义操作: " + selectedObject.name +
+                      ", 相对路径: " + relativeAssetPath +
+                      ", 绝对路径: " + absoluteAssetPath +
+                      ", 文件名: " + fileName);
+
+            //判断是否是CSharp文件
+            if (IsCSharpFile(fileName))
+            {
+                Debug.Log("这是一个csharp文件");
+                ChangeFormat(absoluteAssetPath);
+            }
+            else
+            {
+                Debug.Log("兄弟,这不是一个csharp文件啊~~~~~~~~~~~");
+            }
+        }
+        else
+        {
+            Debug.LogWarning("没有选中任何对象.");
+        }
+    }
+
+    // 如果项目视图中有选中的对象,则启用右键菜单项
+    [MenuItem("Assets/脚本改格式:GB2312->UTF8无BOM %g", true)]
+    private static bool ValidateCustomMenu()
+    {
+        return Selection.activeObject != null;
+    }
+
+    /// <summary>
+    /// 判断该文件是否是CSharp文件
+    /// </summary>
+    /// <param name="fileName"></param>
+    /// <returns></returns>
+    private static bool IsCSharpFile(string fileName)
+    {
+        // 获取文件扩展名(包括点)
+        string fileExtension = Path.GetExtension(fileName);
+
+        // 将扩展名转换为小写并与 ".cs" 进行比较
+        if (fileExtension.ToLower() == ".cs")
+        {
+            return true;
+        }
+
+        return false;
+    }
+
+    /// <summary>
+    /// 文件格式转码:GB2312转成UTF8
+    /// 读取指定的文件,转换成UTF8(无BOM标记)格式后,回写覆盖原文件
+    /// </summary>
+    /// <param name="sourceFilePath">文件路径</param>
+    public static void ChangeFormat(string sourceFilePath)
+    {
+        string fileContent = File.ReadAllText(sourceFilePath, Encoding.GetEncoding("GB2312"));
+        File.WriteAllText(sourceFilePath, fileContent, Encoding.UTF8);
+        Debug.Log("处理结束!");
+    }
+}

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

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+ 36 - 0
Assets/InfraredDemo/Scripts/MainManager.cs

@@ -0,0 +1,36 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace InfraredDLLManager
+{
+    /// <summary>
+    /// 生成ui入口
+    /// </summary>
+    public class MainManager : MonoBehaviour
+    {
+        #region 生成红外交互对象
+        public GameObject spawnObj;
+        #endregion
+        // Start is called before the first frame update
+        void Awake()
+        {
+            UIManager uIManager = UIManager.GetInstance();
+
+            // 确保对象被正确创建
+            if (uIManager != null)
+            {
+                uIManager.showManager(); // 执行管理功能
+            }
+            else {
+                //初始化
+                var infraredManager = GameObject.Instantiate(spawnObj);
+                DontDestroyOnLoad(infraredManager);
+                infraredManager.name = "InfraredView";
+            }
+        }
+
+     
+    }
+}
+

+ 11 - 0
Assets/InfraredDemo/Scripts/MainManager.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;
+        }
+    }
+}

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

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+ 126 - 0
Assets/InfraredDemo/Scripts/SettingPanel.cs

@@ -0,0 +1,126 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace InfraredDLLManager
+{
+    public class SettingPanel : MonoBehaviour
+    {
+
+        public Dropdown dropdown;
+
+
+        int selectIndex = 0;
+        //void Awake()
+        //{
+
+        //}
+        public void onSettingPanel_Init()
+        {
+            int tempIndex = PlayerPrefs.GetInt("resolutionSelectIndex", 0);
+            selectIndex = tempIndex;
+            Debug.Log("selectIndex:" + tempIndex);
+            selectvalue(selectIndex);
+        }
+        void Start()
+        {
+            //宽屏 设置几个宽屏分辨率
+            //List<string> temp = new List<string> { "1280x720", "1024x600", "800x480", "400x240" };
+            //dropdown.AddOptions(temp);
+            dropdown.options.Add(new Dropdown.OptionData("1280x720")); //WXGA
+            dropdown.options.Add(new Dropdown.OptionData("640x480")); //VGA
+            dropdown.options.Add(new Dropdown.OptionData("320x240")); //QVGA
+            dropdown.value = selectIndex;
+            //Debug.Log("dropdown.value:" + dropdown.value);
+            dropdown.onValueChanged.AddListener(delegate
+            {
+                selectvalue(dropdown.value);
+            });
+        }
+        private void selectvalue(int value)
+        {
+
+            switch (value)
+            {
+                case 0:
+                    setSize(1280, 720);
+                    break;
+                case 1:
+                    setSize(640, 480);
+                    break;
+                case 2:
+                    setSize(320, 240);
+                    break;
+                default:
+                    setSize(1280, 720);
+                    break;
+            }
+            selectIndex = value;
+
+            //Debug.Log(selectIndex);
+        }
+
+        void setSize(int width, int height)
+        {
+            //uVCManager.DefaultWidth = width;
+            //uVCManager.DefaultHeight = height;
+
+            //uVCDrawer.DefaultWidth = width;
+            //uVCDrawer.DefaultHeight = height;
+
+        }
+
+        public void openSettingPanel()
+        {
+            gameObject.SetActive(true);
+        }
+        public void backEvent()
+        {
+            gameObject.SetActive(false);
+        }
+
+        public void restartEvent()
+        {
+            PlayerPrefs.SetInt("resolutionSelectIndex", selectIndex);
+            PlayerPrefs.Save();
+            Debug.Log("restartEvent:" + selectIndex);
+            if (!Application.isEditor)
+            {
+                StartCoroutine(RestartOrKillApp());
+            };
+        }
+
+        IEnumerator RestartOrKillApp()
+        {
+            yield return new WaitForSeconds(0.3f);
+
+            if (Application.platform == RuntimePlatform.Android)
+            {
+                using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
+                {
+                    const int kIntent_FLAG_ACTIVITY_CLEAR_TASK = 0x00008000;
+                    const int kIntent_FLAG_ACTIVITY_NEW_TASK = 0x10000000;
+
+                    var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
+                    var pm = currentActivity.Call<AndroidJavaObject>("getPackageManager");
+                    var intent = pm.Call<AndroidJavaObject>("getLaunchIntentForPackage", Application.identifier);
+
+                    intent.Call<AndroidJavaObject>("setFlags", kIntent_FLAG_ACTIVITY_NEW_TASK | kIntent_FLAG_ACTIVITY_CLEAR_TASK);
+                    currentActivity.Call("startActivity", intent);
+                    currentActivity.Call("finish");
+                    var process = new AndroidJavaClass("android.os.Process");
+                    int pid = process.CallStatic<int>("myPid");
+                    process.CallStatic("killProcess", pid);
+                }
+
+            }
+            else
+            {
+                Application.Quit();
+            }
+
+        }
+    }
+}
+

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

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+ 1432 - 0
Assets/InfraredDemo/Scripts/UIManager.cs

@@ -0,0 +1,1432 @@
+using System.Collections;
+using System.Collections.Generic;
+using InfraredManager;
+using o0InfraredLocate.ZIM;
+using SLAMUVC;
+using SmartBowSDK;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+using ZIM;
+using static ScreenLocate;
+
+namespace InfraredDLLManager
+{
+    [RequireComponent(typeof(BLEManager))]
+    public class UIManager : MonoBehaviour
+    {
+
+        [Header("蓝牙操作")]
+        //连接弓箭按钮
+        public Button mConnectBow1P;
+        private Text mConnectBowText1P;
+        //连接弓箭按钮
+        public Button mConnectBow2P;
+        private Text mConnectBowText2P;
+        //滚动的日志
+        public GameObject logObj;
+        public Text mScrollViewLogTextBow;
+        private int bowLogTextCount = 0;
+
+        //清空日志按钮
+        public Button mClearLogBow;
+        public Button mControlLogBtn;
+
+        [Header("操作")]
+
+
+        public Toggle mToggleSinglePoint;
+
+        public Toggle mToggleSinglePointColorRed;
+
+        public Toggle mToggleSinglePointColorGreen;
+        //是否设置红色光标识别最大点
+        bool bIdentifyRed = true;
+
+        public Text PosInfo;
+
+        #region 需要隐藏的面板节点
+        [Header("面板节点")]
+        public GameObject[] uiArray;
+        public bool bGetPanelActive
+        {
+            get
+            {
+                return bPanelActive;
+            }
+        }
+        bool bPanelActive = true;
+        #endregion
+
+        //图片数据
+        public RawImage rawImage;
+
+        public Transform webCameraViewParent;
+
+        public GameObject loadingPanel;
+
+        //关联的蓝牙脚本
+        BLEManager bleManager;
+
+        public BLEManager myBleManager
+        {
+            get { return bleManager; }
+        }
+
+        #region 定位相关参数
+        //线段宽度阈值
+        public ParamFloatValue lineWidth = new ParamFloatValue("ic_lineWidth", 4.0f);
+        //扇形宽度
+        public ParamFloatValue fanWidth = new ParamFloatValue("ic_fanWidth", 90.0f);
+
+        public ParamFloatValue captureValue = new ParamFloatValue("ic_captureValue", 30.0f);
+        public ParamFloatValue delayValue = new ParamFloatValue("ic_delayValue", 30.0f);
+
+        #endregion
+
+        #region 算法部分接口使用
+        InfraredCameraHelper ICHelper;
+
+        [SerializeField] List<RectTransform> _crosshairsInCamera;
+        #endregion
+
+        #region 单例
+        private static UIManager _Instance;
+        public static UIManager GetInstance()
+        {
+            return _Instance;
+        }
+        #endregion
+
+        #region 画线
+        [Header("画线")]
+        [SerializeField] LineGenerator CurUILineGenerator;//当前结果屏幕线条
+        #endregion
+
+        void Awake()
+        {
+            loadingPanel.gameObject.SetActive(true);
+
+            _Instance = this;
+            bleManager = GetComponent<BLEManager>();
+            if (bleManager) bleManager.OnLogAction += SetLogText;
+
+            Debug.Log("InitInfraredCamera!");
+            InitInfraredCamera();
+            InitReturnLogReporter();
+
+            SceneManager.sceneLoaded += OnSceneLoaded;
+
+        }
+
+        // Start is called before the first frame update
+        void Start()
+        {
+
+            mConnectBow1P.onClick.AddListener(() =>
+            {
+                if (bleManager) bleManager.ConnectBluetoothDevice(bleManager.MyBowSmartBowHelper);
+            });
+            mConnectBowText1P = mConnectBow1P.GetComponentInChildren<Text>();
+
+            mConnectBow2P.onClick.AddListener(() =>
+            {
+                if (bleManager) bleManager.ConnectBluetoothDevice(bleManager.MyBowSmartBowHelper2);
+            });
+            mConnectBowText2P = mConnectBow2P.GetComponentInChildren<Text>();
+
+            mClearLogBow.onClick.AddListener(clearLogText);
+            mControlLogBtn.onClick.AddListener(onControlLog);
+
+
+            InitOffsetBtns();
+
+        }
+
+        void OnDestroy()
+        {
+            if (bleManager) bleManager.OnLogAction -= SetLogText;
+        }
+
+        // Update is called once per frame
+        void Update()
+        {
+            if (ICHelper == null) return;
+            Texture texture = ICHelper.GetCameraTexture();
+
+            if (rawImage.texture == null || texture?.GetNativeTexturePtr() != rawImage.texture.GetNativeTexturePtr())
+            {
+                rawImage.texture = texture;
+            }
+            //刷新一个fps
+            if (reporter && bleManager)
+            {
+                //reporter.fps 
+                bleManager.SetFPS(reporter.fps);
+            }
+
+            //更新ui
+            if (bleManager)
+            {
+                //进入游戏
+                if (bleManager.MyBowSmartBowHelper != null)
+                {
+                    BLEUIStatus(bleManager.MyBowSmartBowHelper, mConnectBow1P, mConnectBowText1P, "1P");
+
+                }
+                if (bleManager.MyBowSmartBowHelper2 != null)
+                {
+                    BLEUIStatus(bleManager.MyBowSmartBowHelper2, mConnectBow2P, mConnectBowText2P, "2P");
+                }
+            }
+        }
+
+        #region 更新蓝牙状态
+        /// <summary>
+        /// 更新蓝牙连接ui
+        /// </summary>
+        /// <param name="_smartBowHandler"></param>
+        /// <param name="mConnectBow"></param>
+        /// <param name="mConnectBowText"></param>
+        /// <param name="name"></param>
+        public void BLEUIStatus(SmartBowHelper _smartBowHandler, Button mConnectBow, Text mConnectBowText, string name = "1P")
+        {
+            BluetoothStatusEnum bluetoothStatusEnum = _smartBowHandler.GetBluetoothStatus();
+            bool mBowConnected = bluetoothStatusEnum == BluetoothStatusEnum.Connected;
+            bool mBowIsConnecting = bluetoothStatusEnum == BluetoothStatusEnum.Connecting;
+            if (!mBowConnected && !mBowIsConnecting)
+            {
+                //未连接,未扫描,不是连接中
+                mConnectBowText.text = "连接" + name;
+                if (!mConnectBow.interactable)
+                    mConnectBow.interactable = true;
+            }
+            else if (mBowIsConnecting)
+            {
+                //扫描中
+                mConnectBowText.text = "扫描中...";
+                if (mConnectBow.interactable)
+                    mConnectBow.interactable = false;
+            }
+            else if (mBowConnected)
+            {
+                //已连接
+                mConnectBowText.text = "已连接";
+                if (!mConnectBow.interactable)
+                    mConnectBow.interactable = true;
+            }
+        }
+        #endregion
+
+
+        #region 页面ui控制部分
+        public void SetLogText(string text)
+        {
+            //Debug.Log("SetLogText:" + text);
+            if (bowLogTextCount > 200)
+            {
+                clearLogText();
+            }
+            mScrollViewLogTextBow.text += text + "\n";
+            bowLogTextCount++;
+
+
+        }
+        public void clearLogText()
+        {
+            mScrollViewLogTextBow.text = "";
+            bowLogTextCount = 0;
+        }
+
+        public void onControlLog()
+        {
+            logObj.SetActive(!logObj.activeSelf);
+        }
+
+
+
+  
+
+        // 当场景加载完成时调用的方法
+        void OnSceneLoaded(Scene scene, LoadSceneMode mode)
+        {
+            // 执行加载完成后的操作
+            Debug.Log("场景加载完成: " + scene.name);
+            if (scene.name == "InfraredGameDouble" || scene.name == "InfraredGameSingle")
+            {
+                hideManager();
+            }
+        }
+
+        /// <summary>
+        /// 设置单点模式
+        /// </summary>
+        public void onToggleSinglePoint()
+        {
+            //Debug.Log("mToggleSinglePoint.isOn:" + mToggleSinglePoint.isOn);
+            if (mToggleSinglePoint.isOn)
+            {
+                ICHelper.SetSinglePoint(true);
+
+                bIdentifyRed = true;
+                mToggleSinglePointColorRed.isOn = true;
+                mToggleSinglePointColorRed.interactable = false;
+                mToggleSinglePointColorGreen.isOn = false;
+                mToggleSinglePointColorGreen.interactable = false;
+
+                _infraredOffsetText.text = "单点-1P全屏中心点校准";
+
+                _infraredOffsetBtn2P.interactable = false;
+            }
+            else
+            {
+                ICHelper.SetSinglePoint(false);
+                mToggleSinglePointColorRed.isOn = true;
+                mToggleSinglePointColorRed.interactable = true;
+                mToggleSinglePointColorGreen.interactable = true;
+
+                _infraredOffsetText.text = "1P左半屏中心校准\n2P是右半屏中心点校准";
+
+                _infraredOffsetBtn2P.interactable = true;
+            }
+        }
+        /// <summary>
+        /// 切换颜色状态
+        /// </summary>
+        public void onToggleSinglePointColorRed()
+        {
+            // Debug.Log("mToggleSinglePointColorRed.isOn:" + mToggleSinglePointColorRed.isOn);
+            if (mToggleSinglePointColorRed.isOn)
+            {
+                bIdentifyRed = true;
+                mToggleSinglePointColorGreen.isOn = false;
+            }
+
+        }
+        public void onToggleSinglePointColorGreen()
+        {
+            //Debug.Log("mToggleSinglePointColorGreen.isOn:" + mToggleSinglePointColorGreen.isOn);
+            if (mToggleSinglePointColorGreen.isOn)
+            {
+                bIdentifyRed = false;
+                mToggleSinglePointColorRed.isOn = false;
+            }
+        }
+
+        public void OnClick_ScreenLocateManual()
+        {
+            GameObject o = ViewManager2.ShowTestInfraredScreenPositioningView(webCameraViewParent);
+            InfraredScreenPositioningView _infraredScreenPositioningView = o.GetComponent<InfraredScreenPositioningView>();//FindObjectOfType<InfraredScreenPositioningView>();
+            _infraredScreenPositioningView.enterFromInfraredDemo = true;
+            _infraredScreenPositioningView.MyUIManager = this;
+        }
+
+        //隐藏控制面板UI
+        public void hideManager()
+        {
+            // transform.parent.GetComponent<Canvas>().gameObject.SetActive(false);
+            bPanelActive = false;
+            for (int i = 0; i < uiArray.Length; i++)
+            {
+                uiArray[i].SetActive(false);
+            }
+
+        }
+        //显示控制面板UI
+        public void showManager()
+        {
+            //  transform.parent.GetComponent<Canvas>().gameObject.SetActive(true);
+            bPanelActive = true;
+            for (int i = 0; i < uiArray.Length; i++)
+            {
+                uiArray[i].SetActive(true);
+            }
+        }
+
+        #endregion
+
+        #region 相机初始化部分
+        /// <summary>
+        /// 初始化相机
+        /// </summary>
+        void InitInfraredCamera()
+        {
+            //SDK创建
+            if (ICHelper == null)
+            {
+                ICHelper = InfraredCameraHelper.GetInstance();
+
+#if UNITY_STANDALONE_WIN || UNITY_EDITOR
+                ICHelper.CreateToPc();
+#endif
+#if UNITY_ANDROID
+                //开始时候设置一个默认分辨率
+                ICHelper.Create(320, 240);
+#endif
+                //单点情况下更新
+                ICHelper.OnPositionUpdate += (Vector2 point, Vector2 cameraLocation) =>
+                {
+                    HideUICrosshairs(1);
+                    Ray ray = Camera.main.ScreenPointToRay(point);
+                    Vector3 rayEndPoint = ray.GetPoint(200);
+                    Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
+                    //Object localRotation = quat;
+
+                    ShowUICrosshairs(cameraLocation, 0);
+                    ShowGameUICrosshairs(point, 0);
+
+                    if (PosInfo) PosInfo.text = "红:" + point.ToString("F2");
+                };
+                //双点情况下更新
+                ICHelper.OnPositionUpdate2 += (Vector2[] points, Vector2[] cameraLocations) =>
+                {
+                    string _posText = "";
+                    HideUICrosshairs(0);
+                    HideUICrosshairs(1);
+                    float halfScreenWidth = Screen.width / 2f; // 假设为全屏宽度的一半
+                    for (int i = 0; i < points.Length; i++)
+                    {
+                        Vector2 point = points[i];
+                        // 判断是否为右屏并调整坐标
+                        if (i == 1)
+                        {
+                            point.x -= halfScreenWidth; // 同步到右屏坐标系
+                        }
+
+                        Ray ray = Camera.main.ScreenPointToRay(point);
+                        Vector3 rayEndPoint = ray.GetPoint(200);
+                        Quaternion quat = Quaternion.LookRotation(rayEndPoint - Camera.main.transform.position);
+                        if (i == 0)
+                        {
+                            //Object1 localRotation = quat;
+                            ShowUICrosshairs(cameraLocations[0], 0);
+                            ShowGameUICrosshairs(points[0], 0);
+                            _posText += "红0:" + points[0].ToString("F2");
+
+                        }
+                        if (i == 1)
+                        {
+                            //Object2 localRotation = quat;
+
+                            ShowUICrosshairs(cameraLocations[1], 1);
+                            ShowGameUICrosshairs(points[1], 1);
+                            _posText += "\n";
+                            _posText += "黄1:" + points[1].ToString("F2");
+                        }
+                        if (PosInfo) PosInfo.text = _posText;
+                    }
+
+                };
+
+                ICHelper.OnUVCIsReady += (UVCManager.CameraInfo camera) =>
+                {
+                    //生成控制摄像机的参数滑条
+                    Debug.Log("初始化摄像机!");
+                    //延迟重新设置一次分辨率
+                    StartCoroutine(delayInitOhterInfo(camera));
+
+                };
+
+                //屏幕变化时候
+                ICHelper.OnUVCPosUpdate += (list) =>
+                {
+                    Debug.Log("OnUVCPosUpdate list.Count" + list.Count);
+                    SetLocatePointsToCameraRender(list, 1, 1);
+                    //InfraredScreenPositioningView 页面
+                    if (list.Count == 4)
+                    {
+                        FindObjectOfType<InfraredScreenPositioningView>()?.SyncScreenPosition();
+                    }
+                    else
+                    {
+                        FindObjectOfType<InfraredScreenPositioningView>()?.onReset();
+                    }
+                };
+                //算法准备事件
+                ICHelper.OnScreenLocateIsReady += () =>
+                {
+                    Debug.Log("OnScreenLocateIsReady.");
+
+                    //检测红外亮度阈值
+                    SetInfraredFilterValue(infraredFileterValue.Get());
+                    _infraredFilter.onValueChanged.AddListener(SetInfraredFilterValue);
+
+                    //默认设置双点模式
+                    mToggleSinglePoint.isOn = false;
+                    onToggleSinglePoint();
+
+                    InitCenterOffsets(PlayerType.FirstPlayer);
+                    InitCenterOffsets(PlayerType.SecondPlayer);
+
+                    //读取完成之后
+                    loadingPanel.gameObject.SetActive(false);
+                };
+            }
+
+
+        }
+
+        /// <summary>
+        /// 更新屏幕下的十字准心位置
+        /// </summary>
+        /// <param name="value"></param>
+        void ShowUICrosshairs(Vector2 newPoint2, int index)
+        {
+            ////获取一个偏移量,使得最后输出的准心是指向正中心
+            //Vector2 newPoint2 = value  - ICHelper.GetCenterOffset(value, "CameraLocation");
+            // 检测到光点 
+            var pos = newPoint2.pixelToLocalPosition_AnchorCenter(ICHelper.GetUVCCameraInfo().Size, rawImage.rectTransform.rect);
+            //红色为最大值则按顺序赋值,反之最小
+            int curIndex = 0;
+            if (bIdentifyRed)
+            {
+                curIndex = index;
+            }
+            else
+            {
+                curIndex = 1 - index;
+            }
+            _crosshairsInCamera[curIndex].gameObject.SetActive(true);
+            _crosshairsInCamera[curIndex].anchoredPosition = pos;
+
+
+        }
+        /// <summary>
+        /// 直接更新全屏UI位置
+        /// </summary>
+        /// <param name="newPoint2"></param>
+        /// <param name="index"></param>
+        void ShowGameUICrosshairs(Vector2 newPoint2, int index)
+        {
+            //红色为最大值则按顺序赋值,反之最小
+            int curIndex = 0;
+            if (bIdentifyRed)
+            {
+                curIndex = index;
+            }
+            else
+            {
+                curIndex = 1 - index;
+            }
+            //todo 游戏里面ui show index
+      
+        }
+        void HideUICrosshairs(int index)
+        {
+            if (bIdentifyRed)
+            {
+                _crosshairsInCamera[index].gameObject.SetActive(false);
+            }
+            else
+            {
+                _crosshairsInCamera[1 - index].gameObject.SetActive(false);
+            }
+        }
+
+        /// <summary>
+        /// 初始化一些游戏配置
+        /// </summary>
+        /// <returns></returns>
+        IEnumerator delayInitOhterInfo(UVCManager.CameraInfo camera)
+        {
+            yield return new WaitForEndOfFrame();
+#if UNITY_ANDROID || UNITY_IOS
+            initSlider(camera);
+            camera.GetResolutionsStrs();
+#endif
+
+#if UNITY_STANDALONE_WIN || UNITY_EDITOR
+            initSliderPC();
+#endif
+        }
+
+        bool showPoints = false;
+        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);
+            //        showPoints = true;
+            //    }
+            //}
+            //else
+            //{
+            //    for (int i = 0; i < pointsTF2.childCount; i++)
+            //    {
+            //        Transform pointTF = pointsTF2.GetChild(i);
+            //        pointTF.gameObject.SetActive(false);
+            //        showPoints = false;
+            //    }
+            //}
+            //绘制数据
+            DrawTestLine();
+        }
+
+        void DrawTestLine()
+        {
+            Vector2 texSize = ScreenLocate.Main.getUVCCameraInfoSize;
+
+            // 判断 texSize 是否为有效值
+            if (texSize == Vector2.zero)
+            {
+                Debug.LogWarning("Texture size is zero, cannot proceed with line drawing.");
+                return;
+            }
+            if (ScreenLocate.quadUnityVectorList.Count == 4)
+            {
+                //绘制白色线段
+                var lo = new Vector2(-0.5f, -0.5f);
+                CurUILineGenerator.Points = new Vector2[4] {
+                2 * (ScreenLocate.quadUnityVectorList[0] + lo),
+                2 * (ScreenLocate.quadUnityVectorList[1] + lo),
+                2 * (ScreenLocate.quadUnityVectorList[3] + lo),
+                2 * (ScreenLocate.quadUnityVectorList[2] + lo) };
+            }
+        }
+        #endregion
+
+
+        #region 参数控制
+
+        //调试UVC参数
+        [Header("相机UVC")]
+        [SerializeField] GameObject _cameraParameterPanel;
+        [SerializeField] GameObject togglePrefab; // 拖入一个Toggle预设体
+        [SerializeField] GameObject sliderPrefab; // 拖入一个Slider预设体
+        //存储滑块信息。camera
+        public Dictionary<string, ParamFloatValue> ParamFloatValueCameraSlider = new Dictionary<string, ParamFloatValue>();
+        //自动曝光
+        bool bAutoAE = false;
+        Toggle CTRLAEToggle;
+        Slider CTRLAEABSSlider;
+
+        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",
+        "伽玛",
+        //"白平衡温度",
+        //"白平衡分量",
+        "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" };
+
+        UVCManager.CameraInfo currentCameraInfo;
+        //初始化相机参数
+        public void initSlider(UVCManager.CameraInfo cameraInfo)
+        {
+            if (currentCameraInfo != null) return;
+            currentCameraInfo = cameraInfo;
+
+            string[] sliderNameArrayKey = new string[] {
+                "AutoExposureMode",          // "自动曝光模式"
+                "ExposureTimeAbsolute",      // "曝光时间(绝对)"
+                "Brightness",                // "亮度"
+                "Contrast",                  // "对比度"
+                "Hue",                       // "色调"
+                "Saturation",                // "饱和度"
+                "Sharpness",                 // "锐度"
+                "Gamma",                     // "伽玛"
+                "BacklightCompensation",     // "背光补偿"
+                "Gain"                       // "增益"
+            };
+
+
+
+            for (int i = 0; i < sliderStrArray.Length; i++)
+            {
+                string typeStr = sliderStrArray[i];
+                Debug.Log("typeStr:" + typeStr);
+                // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
+                //不支持的,跳过
+                bool bContains = cameraInfo.ContainsKey(typeStr);
+                if (!bContains) continue;
+
+
+                if (typeStr == "CTRL_AE")
+                {
+                    //曝光Toggle
+                    GameObject toggleObject = Instantiate(togglePrefab, _cameraParameterPanel.transform);
+                    toggleObject.SetActive(true);
+                    toggleObject.name = typeStr;
+
+                    Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
+                    labelObj.text = sliderNameArray[i];
+
+                    Toggle toggle = toggleObject.GetComponent<Toggle>();
+                    CTRLAEToggle = toggle;
+
+                    UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
+                    Debug.Log("UVCCtrlInfo:" + _AEInfo.ToString());
+
+                    int _currentValue = cameraInfo.GetValue(typeStr);
+                    bAutoAE = _currentValue == 8 ? true : false; //如果当前值是 8,则当前摄像机是自动曝光模式
+                    toggle.isOn = bAutoAE;
+                    //cameraInfo.SetValue(_VALUE, _currentValue!=8? 8:1);
+
+                    toggle.onValueChanged.AddListener((bool bValue) =>
+                    {
+                        //Debug.Log("Toggle value changed to: " + bValue + " from " + _VALUE);
+                        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, _cameraParameterPanel.transform);
+                    sliderObject.SetActive(true);
+                    sliderObject.name = typeStr;
+
+                    Slider slider = sliderObject.GetComponent<Slider>();
+
+
+
+                    Text textObj = sliderObject.transform.Find("value").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);
+                        Debug.Log(_UVCCtrlInfo.ToString());
+                        slider.minValue = _UVCCtrlInfo.min;
+                        slider.maxValue = _UVCCtrlInfo.max;
+                        slider.wholeNumbers = true;
+
+                        int _defValue = _UVCCtrlInfo.def;
+                        //指定默认值
+                        //5、UVC亮度 - 50
+                        //6、UVC对比度 - 50
+                        if (typeStr == "PU_BRIGHTNESS")
+                        {
+                            _defValue = 50;
+                        }
+                        else if (typeStr == "PU_CONTRAST")
+                        {
+                            _defValue = 50;
+                        }
+
+                        //记录一个typeStr类型的数据存储操作对象
+                        ParamFloatValue paramFloatValue = new ParamFloatValue("ic_uvc_" + typeStr, _defValue);
+                        ParamFloatValueCameraSlider.Add(typeStr, paramFloatValue);
+                        if (typeStr == "PU_BRIGHTNESS" || typeStr == "PU_CONTRAST")
+                        {
+                            //获取设置默认存储的值
+                            int _Value = (int)paramFloatValue.Get();
+                            cameraInfo.SetValue(typeStr, _Value);
+                            Debug.Log("[InfraredDemo] UVC 设置" + typeStr + "默认值:" + _Value);
+                            slider.value = _Value;
+                            textObj.text = _Value + "";
+                        }
+                        else
+                        {
+                            //获取设置当前值
+                            int _currentValue = cameraInfo.GetValue(typeStr);
+                            slider.value = _currentValue;
+                            textObj.text = _currentValue + "";
+                        }
+
+
+                        //如果是曝光slider
+                        if (typeStr == "CTRL_AE_ABS")
+                        {
+                            CTRLAEABSSlider = slider;
+                            slider.interactable = !bAutoAE;
+                        }
+                        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);
+                            paramFloatValue.Set(_value);
+
+                        });
+                    }
+                }
+
+            }
+
+        }
+
+        public void OpenUVCPanel()
+        {
+            _cameraParameterPanel.SetActive(true);
+        }
+
+        public void CloseUVCPanel()
+        {
+            _cameraParameterPanel.SetActive(false);
+        }
+
+        public void onResetUVCData()
+        {
+
+#if UNITY_ANDROID || UNITY_IOS
+            resetUVCData();
+#endif
+
+#if UNITY_STANDALONE_WIN || UNITY_EDITOR
+            resetPCData();
+#endif
+
+        }
+
+        void resetUVCData()
+        {
+            if (currentCameraInfo == null) return;
+
+            for (int i = 0; i < sliderStrArray.Length; i++)
+            {
+                string typeStr = sliderStrArray[i];
+                // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
+                bool bContains = currentCameraInfo.ContainsKey(typeStr);
+                if (!bContains) continue;
+
+                if (typeStr == "CTRL_AE")
+                {
+                    //toggle值不进行重置
+                    Debug.Log("CTRL_AE 不需要重置");
+                }
+                else if (typeStr == "CTRL_AE_ABS")
+                {
+                    if (!bAutoAE)
+                    {
+                        //如果是手动曝光,重置值
+                        Transform trans = _cameraParameterPanel.transform.Find(typeStr);
+                        Slider slider = trans.GetComponent<Slider>();
+                        Text textObj = trans.Find("value").GetComponent<Text>();
+                        UVCCtrlInfo _AEInfo = currentCameraInfo.GetInfo(typeStr);
+                        //获取当前值
+                        int _currentValue = currentCameraInfo.GetValue(typeStr);
+                        Debug.Log("CTRL_AE_ABS:" + _currentValue + " = " + _AEInfo.def + " = " + ",bAutoAE:" + bAutoAE);
+                        textObj.text = _AEInfo.def + "";
+                        slider.value = _AEInfo.def;
+                        if (_AEInfo.def != _currentValue) currentCameraInfo.SetValue(typeStr, _AEInfo.def);
+                    }
+                }
+                else
+                {
+                    Transform trans = _cameraParameterPanel.transform.Find(typeStr);
+                    Slider slider = trans.GetComponent<Slider>();
+                    Text textObj = trans.Find("value").GetComponent<Text>();
+                    UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
+                    ParamFloatValue paramFloatValue = ParamFloatValueCameraSlider.GetValueOrDefault(typeStr);
+                    //重置的值
+                    int _defValue = _UVCCtrlInfo.def;
+                    if (typeStr == "PU_BRIGHTNESS")
+                    {
+                        _defValue = (int)paramFloatValue.GetDefault();
+                    }
+                    else if (typeStr == "PU_CONTRAST")
+                    {
+                        _defValue = (int)paramFloatValue.GetDefault();
+                    }
+                    textObj.text = _defValue + "";
+                    slider.value = _defValue;
+                    //获取当前值
+                    int _currentValue = currentCameraInfo.GetValue(typeStr);
+                    //重置存储值
+                    paramFloatValue.Reset();
+                    //存储初始值,设置一次到UVC参数
+                    if (_defValue != _currentValue) currentCameraInfo.SetValue(typeStr, _defValue);
+                }
+            }
+        }
+
+
+        //windows 相机
+        string[] sliderNameArrayPC = new string[]{
+        "亮度",
+        "对比度",};
+        string[] sliderNameArrayPCKey = new string[]{
+        "Brightness",
+        "Contrast",};
+        string[] sliderStrArrayPC = new string[]{
+        "PU_BRIGHTNESS",
+        "PU_CONTRAST"};
+        //记录一个typeStr类型的数据存储操作对象
+        ParamFloatValue pcBRIGHTNESS = new ParamFloatValue("ic_pc_PU_BRIGHTNESS", 0);
+        ParamFloatValue pcCONTRAST = new ParamFloatValue("ic_pc_PU_CONTRAST", 0);
+        public void initSliderPC()
+        {
+            for (int i = 0; i < sliderStrArrayPC.Length; i++)
+            {
+                string typeStr = sliderStrArrayPC[i];
+                GameObject sliderObject = Instantiate(sliderPrefab, _cameraParameterPanel.transform);
+                sliderObject.SetActive(true);
+                sliderObject.name = typeStr;
+
+                Slider slider = sliderObject.GetComponent<Slider>();
+                Text textObj = sliderObject.transform.Find("value").GetComponent<Text>();
+                Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
+                titleTextObj.text = sliderNameArrayPC[i];//类型名字
+                if (slider != null)
+                {
+                    slider.minValue = -1;
+                    slider.maxValue = 1;
+                    //记录一个typeStr类型的数据存储操作对象
+                    if (typeStr == "PU_BRIGHTNESS")
+                    {
+                        //获取设置默认存储的值
+                        float _Value = pcBRIGHTNESS.Get();
+                        ICHelper.SetBrightness(_Value);
+                        Debug.Log("[InfraredDemo] PC 设置 PU_BRIGHTNESS:" + typeStr + "默认值:" + _Value);
+                        slider.value = _Value;
+                        textObj.text = _Value + "";
+                        slider.onValueChanged.AddListener((newValue) =>
+                        {
+                            var _value = newValue;
+                            textObj.text = _value + "";
+                            ICHelper.SetBrightness(_value);
+                            pcBRIGHTNESS.Set(_value);
+                        });
+                    }
+                    else if (typeStr == "PU_CONTRAST")
+                    {
+                        //获取设置默认存储的值
+                        float _Value = pcCONTRAST.Get();
+                        ICHelper.SetContrast(_Value);
+                        Debug.Log("[InfraredDemo] PC 设置 PU_CONTRAST:" + typeStr + "默认值:" + _Value);
+                        slider.value = _Value;
+                        textObj.text = _Value + "";
+                        slider.onValueChanged.AddListener((newValue) =>
+                        {
+                            var _value = newValue;
+                            textObj.text = _value + "";
+                            ICHelper.SetContrast(_value);
+                            pcCONTRAST.Set(_value);
+                        });
+                    }
+
+                }
+
+            }
+        }
+
+        void resetPCData()
+        {
+            for (int i = 0; i < sliderStrArrayPC.Length; i++)
+            {
+                string typeStr = sliderStrArrayPC[i];
+
+                Transform trans = _cameraParameterPanel.transform.Find(typeStr);
+                Slider slider = trans.GetComponent<Slider>();
+                Text textObj = trans.Find("value").GetComponent<Text>();
+                //重置的值
+                int _defValue = 0;
+                if (typeStr == "PU_BRIGHTNESS")
+                {
+                    _defValue = 0;
+                    ICHelper.SetBrightness(_defValue);
+                }
+                else if (typeStr == "PU_CONTRAST")
+                {
+                    _defValue = 0;
+                    ICHelper.SetContrast(_defValue);
+                }
+                textObj.text = _defValue + "";
+                slider.value = _defValue;
+            }
+        }
+        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 float GetDefault()
+            {
+                return _valueDefault;
+            }
+
+            public string GetKey()
+            {
+                return _saveKey;
+            }
+            public void Set(float value)
+            {
+                _value = value;
+                PlayerPrefs.SetFloat(_saveKey, _value);
+                PlayerPrefs.Save();
+            }
+            /// <summary>
+            /// 重置成默认值
+            /// </summary>
+            public void Reset()
+            {
+                PlayerPrefs.SetFloat(_saveKey, _valueDefault);
+                PlayerPrefs.Save();
+            }
+
+        }
+        /// <summary>
+        /// 存储Vector2
+        /// </summary>
+        public class ParamVector2Value
+        {
+            private string _saveKey;
+            private Vector2 _valueDefault;
+            private bool _valueLoaded;
+            private Vector2 _value;
+
+            public ParamVector2Value(string saveKey, Vector2 valueDefault)
+            {
+                _saveKey = saveKey;
+                _valueDefault = valueDefault;
+            }
+
+            public Vector2 Get()
+            {
+                if (!_valueLoaded)
+                {
+                    float x = PlayerPrefs.GetFloat(_saveKey + "_x", _valueDefault.x);
+                    float y = PlayerPrefs.GetFloat(_saveKey + "_y", _valueDefault.y);
+                    _value = new Vector2(x, y);
+                    _valueLoaded = true;
+                }
+                return _value;
+            }
+
+            public Vector2 GetDefault()
+            {
+                return _valueDefault;
+            }
+
+            public string GetKey()
+            {
+                return _saveKey;
+            }
+
+            public void Set(Vector2 value)
+            {
+                _value = value;
+                PlayerPrefs.SetFloat(_saveKey + "_x", _value.x);
+                PlayerPrefs.SetFloat(_saveKey + "_y", _value.y);
+                PlayerPrefs.Save();
+            }
+
+            /// <summary>
+            /// 重置成默认值
+            /// </summary>
+            public void Reset()
+            {
+                PlayerPrefs.SetFloat(_saveKey + "_x", _valueDefault.x);
+                PlayerPrefs.SetFloat(_saveKey + "_y", _valueDefault.y);
+                PlayerPrefs.Save();
+            }
+        }
+        #endregion
+
+
+        #region 相机感光度(默认修改对比度)
+        public void onSetSliderCustomValue(Slider _slider, float min = 0.0f, float max = 10.0f)
+        {
+            onSetSliderValue(_slider, "PU_CONTRAST", min, max);
+        }
+        public void onSliderCustomEvent(float value, float min = 0.0f, float max = 10.0f)
+        {
+            onSliderEvent(value, "PU_CONTRAST", min, max);
+        }
+
+        public void onSetSliderCustomBrightnessValue(Slider _slider, float min = 0.0f, float max = 10.0f)
+        {
+            onSetSliderValue(_slider, "PU_BRIGHTNESS", min, max);
+        }
+        public void onSliderCustomBrightnessEvent(float value, float min = 0.0f, float max = 10.0f)
+        {
+            onSliderEvent(value, "PU_BRIGHTNESS", min, max);
+        }
+        public void onSetSliderValue(Slider _slider, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
+        {
+            if (BluetoothWindows.IsWindows())
+            {
+                float v = typeStr == "PU_CONTRAST" ? ICHelper.GetContrast() : ICHelper.GetBrightness();
+                // 目标区间 [0, 10] 的边界值
+                double targetMin = min;
+                double targetMax = max;
+                double originalMin = -1;
+                double originalMax = 1;
+                // 计算转换后的值
+                double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
+
+                Debug.Log("PC获取相机的感光度 " + typeStr + " :" + v + " = " + v2);
+                _slider.SetValueWithoutNotify((float)v2);
+                return;
+            }
+            //功能也改为UVC的对比度
+            if (ICHelper != null)
+            {
+                //string typeStr = "PU_CONTRAST";//"PU_BRIGHTNESS";
+                //UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
+                UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
+                float v = currentCameraInfo.GetValue(typeStr); // ICHelper.GetBrightness();
+                                                               //float v2 = (v / _UVCCtrlInfo.max) * 10;
+
+                // 目标区间 [0, 10] 的边界值
+                double targetMin = min;
+                double targetMax = max;
+                double originalMin = _UVCCtrlInfo.min;
+                double originalMax = _UVCCtrlInfo.max;
+                // 计算转换后的值
+                double v2 = MapValue(v, originalMin, originalMax, targetMin, targetMax);
+
+
+                Debug.Log("获取相机的感光度" + typeStr + ": " + v + " = " + v2);
+                _slider.SetValueWithoutNotify((float)v2);
+            }
+            else _slider.SetValueWithoutNotify(5);
+        }
+
+        public void onSliderEvent(float value, string typeStr = "PU_CONTRAST", float min = 0.0f, float max = 10.0f)
+        {
+            // string typeStr = "PU_CONTRAST";// "PU_BRIGHTNESS";
+            //pc
+            if (BluetoothWindows.IsWindows())
+            {
+                Transform trans = _cameraParameterPanel.transform.Find(typeStr);
+                Slider slider = trans.GetComponent<Slider>();
+                Text textObj = trans.Find("value").GetComponent<Text>();
+                // 原始区间和目标区间的边界值
+                double originalMin = min;
+                double originalMax = max;
+                double targetMin = -1;
+                double targetMax = 1;
+                // 计算转换后的值
+                double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
+
+                float _current = (float)result;
+                //Debug.Log("_current:" + _current + " , result:" + result);
+                textObj.text = _current + "";
+                slider.value = _current;
+                if (typeStr == "PU_CONTRAST")
+                {
+                    ICHelper.SetContrast(_current);
+                    pcCONTRAST.Set(_current);
+                }
+                else
+                {
+                    ICHelper.SetBrightness(_current);
+                    pcBRIGHTNESS.Set(_current);
+                }
+
+                return;
+            }
+
+            //修改亮度时,调试界面的亮度也应该一起修改
+            //功能也改为UVC的对比度
+            if (ICHelper != null)
+            {
+                //Slider slider = transform.Find("InfraredCamera/Layout/SliderBrightness")
+                //    .GetComponent<Slider>();
+
+                // UInt64 _VALUE = currentCameraInfo.GetTypeByName(typeStr);
+                Transform trans = _cameraParameterPanel.transform.Find(typeStr);
+                Slider slider = trans.GetComponent<Slider>();
+
+                Text textObj = trans.Find("value").GetComponent<Text>();
+                UVCCtrlInfo _UVCCtrlInfo = currentCameraInfo.GetInfo(typeStr);
+                int _currentUVCValue = currentCameraInfo.GetValue(typeStr);
+                //value 0 ~ 10
+                // 原始区间和目标区间的边界值
+                double originalMin = min;
+                double originalMax = max;
+                double targetMin = _UVCCtrlInfo.min;
+                double targetMax = _UVCCtrlInfo.max;
+                // 计算转换后的值
+                double result = MapValue(value, originalMin, originalMax, targetMin, targetMax);
+
+                int _current = (int)(result);
+                Debug.Log("_current:" + value + " , result:" + result);
+                textObj.text = _current + "";
+                slider.value = _current;
+                //dUVCParameters.GetValueOrDefault(typeStr).Set(_current);
+                //存储初始值,设置一次到UVC参数
+                if (_currentUVCValue != _current) currentCameraInfo.SetValue(typeStr, _current);
+
+            }
+        }
+
+        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);
+        }
+        #endregion
+
+
+        /// <summary>
+        /// 提取转换四边形的方法
+        /// </summary>
+        /// <param name="quad"></param>
+        /// <param name="texSize"></param>
+        /// <returns></returns>
+        public Vector2[] ConvertQuadToPoints(QuadrilateralInCamera quad, Vector2 texSize)
+        {
+            if (quad == null || quad.Quad == null || quad.Quad.Count < 4)
+            {
+                Debug.LogWarning("Invalid quadrilateral data provided.");
+                return new Vector2[0]; // 返回空数组以避免异常
+            }
+
+            Vector2 offset = new Vector2(-0.5f, -0.5f); // 假设 'lo' 是某个已定义的偏移量
+            return new Vector2[4] {
+        2 * (new Vector2(quad.Quad[0].x / texSize.x, quad.Quad[0].y / texSize.y) + offset),
+        2 * (new Vector2(quad.Quad[1].x / texSize.x, quad.Quad[1].y / texSize.y) + offset),
+        2 * (new Vector2(quad.Quad[3].x / texSize.x, quad.Quad[3].y / texSize.y) + offset),
+        2 * (new Vector2(quad.Quad[2].x / texSize.x, quad.Quad[2].y / texSize.y) + offset)
+         };
+        }
+
+        #region 中心点定位
+        [Header("红外点")]
+        [SerializeField] Text _infraredOffsetText;
+        [SerializeField] Button _infraredOffsetBtn1P;
+        [SerializeField] Button _infraredOffsetBtn2P;
+        //准心的偏移值
+        public ParamVector2Value cameraLocationValue = new ParamVector2Value("ic_cameraLocation", Vector2.zero);
+        public ParamVector2Value screenUVValue = new ParamVector2Value("ic_screenUV", Vector2.zero);
+        public ParamVector2Value cameraLocationValue1P = new ParamVector2Value("ic_cameraLocation1P", Vector2.zero);
+        public ParamVector2Value screenUVValue1P = new ParamVector2Value("ic_screenUV1P", Vector2.zero);
+        public ParamVector2Value cameraLocationValue2P = new ParamVector2Value("ic_cameraLocation2P", Vector2.zero);
+        public ParamVector2Value screenUVValue2P = new ParamVector2Value("ic_screenUV2P", Vector2.zero);
+
+        /// <summary>
+        /// 偏移点按钮
+        /// </summary>
+        public void InitOffsetBtns()
+        {
+            _infraredOffsetBtn1P.onClick.AddListener(() =>
+            {
+                SetAdjustPointsOffset(PlayerType.FirstPlayer);
+            });
+            _infraredOffsetBtn2P.onClick.AddListener(() =>
+            {
+                SetAdjustPointsOffset(PlayerType.SecondPlayer);
+            });
+        }
+
+        /// <summary>
+        /// 设置存储的中心偏移位置
+        /// </summary>
+        public void InitCenterOffset()
+        {
+            //ICHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
+            //ICHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
+        }
+
+        /// <summary>
+        /// 重置中心点
+        /// </summary>
+        public void ResetCenterOffset()
+        {
+            ICHelper.ResetCenterOffset();
+        }
+        /// <summary>
+        /// 撤销中心点
+        /// </summary>
+        public void RevokeCenterOffset()
+        {
+            ICHelper.RevokeCenterOffset();
+        }
+        /// <summary>
+        /// 重置定位数据
+        /// </summary>
+        public void ResetPositioningData(bool bSyncLocal = false)
+        {
+            ICHelper.ClearInfraredPositioningData(bSyncLocal);
+        }
+
+        /// <summary>
+        /// 设置存储的中心偏移位置--双点
+        /// </summary>
+        public void InitCenterOffsets(PlayerType playerType)
+        {
+            if (ICHelper.IsSinglePoint())
+            {
+                ICHelper.SetCenterOffset(cameraLocationValue.Get(), "CameraLocation");
+                ICHelper.SetCenterOffset(screenUVValue.Get(), "ScreenUV");
+            }
+            else
+            {
+
+                ICHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? cameraLocationValue1P.Get() : cameraLocationValue2P.Get(), "CameraLocation");
+                ICHelper.SetCenterOffsets(playerType, playerType == PlayerType.FirstPlayer ? screenUVValue1P.Get() : screenUVValue2P.Get(), "ScreenUV");
+            }
+
+        }
+        /// <summary>
+        /// 撤销中心点--双点
+        /// </summary>
+        public void RevokeCenterOffsets()
+        {
+            ICHelper.RevokeCenterOffsets();
+        }
+
+        /// <summary>
+        /// 重置中心点--双点
+        /// </summary>
+        public void ResetCenterOffsets()
+        {
+            ICHelper.ResetCenterOffsets();
+        }
+        /// <summary>
+        /// 校准中心点偏移量,双点情况下要设置 SetCenterOffsets
+        /// </summary>
+        /// <param name="playerType">玩家类型</param>
+        public void SetAdjustPointsOffset(PlayerType playerType)
+        {
+            var buffer = ICHelper.getScreenLocate().infraredSpotBuffer;
+            if (buffer != null)
+            {
+
+                if (playerType == PlayerType.FirstPlayer && buffer[0].CameraLocation != null)
+                {
+                    if (ICHelper.IsSinglePoint())
+                    {  //单点
+                        var centerOffset = ICHelper.GetCenterOffset(buffer[0].CameraLocation.Value);
+                        cameraLocationValue.Set(centerOffset);
+                        var uvCenterOffset = ICHelper.GetCenterOffset(buffer[0].ScreenUV.Value, "ScreenUV");
+                        screenUVValue.Set(uvCenterOffset);
+                    }
+                    else
+                    {
+                        var centerOffset = ICHelper.GetCenterOffset(buffer[0].CameraLocation.Value, true);
+                        cameraLocationValue1P.Set(centerOffset);
+                        ICHelper.SetCenterOffsets(playerType, centerOffset);
+                        var uvCenterOffset = ICHelper.GetCenterOffset(buffer[0].ScreenUV.Value, true, "ScreenUV");
+                        screenUVValue1P.Set(uvCenterOffset);
+                        ICHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
+                    }
+                }
+                if (playerType == PlayerType.SecondPlayer && buffer[1].CameraLocation != null)
+                {
+                    var centerOffset = ICHelper.GetCenterOffset(buffer[1].CameraLocation.Value, false);
+                    cameraLocationValue2P.Set(centerOffset);
+                    ICHelper.SetCenterOffsets(playerType, centerOffset);
+                    var uvCenterOffset = ICHelper.GetCenterOffset(buffer[1].ScreenUV.Value, false, "ScreenUV");
+                    screenUVValue2P.Set(uvCenterOffset);
+                    ICHelper.SetCenterOffsets(playerType, uvCenterOffset, "ScreenUV");
+                }
+            }
+        }
+        #endregion
+
+        #region Log 控制台
+        //控制台
+        private bool s_LogReporterInited = false;
+        Reporter reporter;
+
+        public void InitReturnLogReporter()
+        {
+            if (s_LogReporterInited) return;
+            s_LogReporterInited = true;
+            GameObject obj = (GameObject)Instantiate(Resources.Load("Prefabs/LogReporter"));
+            reporter = obj.GetComponent<Reporter>();
+            Debug.LogWarning("在屏幕上画个圈即可打开控制台");
+        }
+        #endregion
+
+
+        #region 准心
+        //红外准心,默认打开吧
+        public ParamFloatValue crosshairValue1P = new ParamFloatValue("ic_crosshairValue1P", 1);
+        public ParamFloatValue crosshairValue2P = new ParamFloatValue("ic_crosshairValue2P", 1);
+        /// <summary>
+        /// 初始化时候获取设置和存储来控制显示准心
+        /// </summary>
+        /// <returns></returns>
+        public bool bInitCrosshairShow(PlayerType playerType)
+        {
+            if (playerType == PlayerType.FirstPlayer)
+                return getCrosshairValue(playerType) == 1 ? true : false;
+            else
+                return getCrosshairValue(playerType) == 1 ? true : false;
+        }
+
+        /// <summary>
+        /// 获取弓箭准心存储值 
+        /// </summary>
+        /// <returns></returns>
+        public int getCrosshairValue(PlayerType playerType)
+        {
+            if (playerType == PlayerType.FirstPlayer)
+                return (int)crosshairValue1P.Get();
+            else
+                return (int)crosshairValue2P.Get();
+        }
+
+        public void setCrosshairValue(PlayerType playerType, bool bshow)
+        {
+            if (playerType == PlayerType.FirstPlayer)
+                crosshairValue1P.Set(bshow ? 1 : 0);
+            else
+                crosshairValue2P.Set(bshow ? 1 : 0);
+
+        }
+        #endregion
+
+        #region 亮度检测部分
+        //红外线阈值
+        [Header("红外线阈值")]
+        [SerializeField] Slider _infraredFilter;
+        //亮度过滤阈值  - 0.8
+        public ParamFloatValue infraredFileterValue = new ParamFloatValue("ic_infraredFileterValue", 0.8f);
+
+        public void SetInfraredFilterValue(float v)
+        {
+            infraredFileterValue.Set(v);
+            _infraredFilter.SetValueWithoutNotify(infraredFileterValue.Get());
+            _infraredFilter.transform.Find("value").GetComponent<Text>().text = infraredFileterValue.Get().ToString("f1");
+            ICHelper.SetInfraredLocateBrightnessThreshold(infraredFileterValue.Get());
+        }
+        #endregion
+    }
+}

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+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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+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
+        }
+        }
+}

+ 10 - 0
Assets/InfraredProject/InfraredCamera/Effect/EasyImageEffectShader.shader.meta

@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 7940b7b25dbbcb64faefb616323bdb77
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  preprocessorOverride: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
Assets/InfraredProject/InfraredCamera/Scripts.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: e55a42d231797104594ba81508d49d6e
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 474 - 0
Assets/InfraredProject/InfraredCamera/Scripts/InfraredCameraHelper.cs

@@ -0,0 +1,474 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+using SLAMUVC;
+using UnityEngine.UI;
+using SmartBowSDK;
+using o0InfraredLocate.ZIM;
+using static ScreenLocate;
+
+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>
+        /// 获取screenLocate 对象
+        /// </summary>
+        /// <returns>ScreenLocate</returns>
+        public ScreenLocate getScreenLocate()
+        {
+            return _screenLocate;
+        }
+ 
+        /// <summary>
+        /// 单点模式开关
+        /// </summary>
+        public void SetSinglePoint(bool value) => _screenLocate.SetSinglePoint(value);
+        /// <summary>
+        /// 是否为单点模式
+        /// </summary>
+        public bool IsSinglePoint() => _screenLocate.IsSinglePoint();
+        /// <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>
+        /// 初始化中心点偏移量,用于有记录数据时候初始化
+        /// </summary>
+        /// <param name="inputPoint"></param>
+        /// <param name="type"> CameraLocation , ScreenUV</param>
+        /// <returns></returns>
+        public Vector2 SetCenterOffset(Vector2 inputPointOffset, string type = "CameraLocation")
+        {
+            // 获取偏移量
+            return _screenLocate.SetPointsOffset(inputPointOffset, type);
+        }
+        /// <summary>
+        /// 获取中心点偏移量,双点情况下不会自动存储。需要再调用 SetCenterOffsets 
+        /// </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>
+        /// 重置中心点的偏移量
+        /// </summary>
+        public void ResetCenterOffset() {
+
+            _screenLocate.ResetPointsOffest();
+        }
+        /// <summary>
+        /// 撤销回退中心点的偏移量操作。
+        /// </summary>
+        public void RevokeCenterOffset()
+        {
+            _screenLocate.RevokePointsOffest();
+        }
+
+        /// <summary>
+        /// 获取中心点偏移量,双点情况下不会自动存储。需要再调用 SetCenterOffsets 
+        /// 左右屏时候调用
+        /// </summary>
+        /// <param name="inputPoint"></param>
+        /// <param name="type"> CameraLocation , ScreenUV</param>
+        /// <returns></returns>
+        public Vector2 GetCenterOffset(Vector2 inputPoint, bool isLeft, string type = "CameraLocation")
+        {
+            // 获取偏移量
+            return _screenLocate.AdjustPointsOffset(inputPoint, type, isLeft);
+        }
+
+        /// <summary>
+        /// 设置偏移量--双点
+        /// </summary>
+        /// <param name="playerType">玩家类型</param>
+        /// <param name="inputPointOffset">偏移点</param>
+        /// <param name="type">CameraLocation 或者 UV</param>
+        /// <returns></returns>
+        public Vector2[] SetCenterOffsets(PlayerType playerType, Vector2 inputPointOffset, string type = "CameraLocation")
+        {
+            // 获取偏移量
+            return _screenLocate.SetPointsOffsets(playerType, inputPointOffset, type);
+        }
+        /// <summary>
+        /// 重置偏移点--双点
+        /// </summary>
+        public void RevokeCenterOffsets()
+        {
+
+            _screenLocate.RevokePointsOffests();
+        }
+        /// <summary>
+        /// 重置中心点的偏移量--双点
+        /// </summary>
+        public void ResetCenterOffsets()
+        {
+            _screenLocate.ResetPointsOffests();
+        }
+
+
+        /// <summary>
+        /// 清除定位数据
+        /// </summary>
+        public void ClearInfraredPositioningData(bool bSyncLocal = false) {
+            //重置识别点
+            ScreenLocate.Main.ScreenIdentification.ClearQuadCache();
+            //清除一下记录的点
+            ScreenLocate.quadUnityVectorList.Clear();
+            //是否需要保存清除后的数据
+            if(bSyncLocal)  ScreenLocate.SaveScreenLocateVectorList();
+        }
+
+        /// <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>
+        /// ScreenLocate准备事件
+        /// 初始化 screenIdentification 和 infraredLocate后回调
+        /// </summary>
+        public OnScreenLocateIsReadyEvent OnScreenLocateIsReady;
+        public delegate void OnScreenLocateIsReadyEvent();
+        public void InvokeOnScreenLocateIsReady()
+        {
+            try
+            {
+                OnScreenLocateIsReady?.Invoke();
+            }
+            catch (Exception e)
+            {
+                Debug.LogError(e);
+            }
+        }
+        /// <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, Vector2 cameraLocation);
+        public void InvokeOnPositionUpdate(Vector2 position, Vector2 cameraLocation)
+        {
+            try
+            {
+                OnPositionUpdate?.Invoke(position, cameraLocation);
+            }
+            catch (Exception e)
+            {
+                Debug.LogError(e);
+            }
+        }
+        /// <summary>
+        /// 双点更新事件
+        /// </summary>
+        public OnPositionUpdate2Event OnPositionUpdate2;
+        public delegate void OnPositionUpdate2Event(Vector2[] positions, Vector2[] cameraLocation);
+        public void InvokeOnPositionUpdate2(Vector2[] positions, Vector2[] cameraLocation)
+        {
+            try
+            {
+                OnPositionUpdate2?.Invoke(positions, cameraLocation);
+            }
+            catch (Exception e)
+            {
+                Debug.LogError(e);
+            }
+        }
+        #endregion
+    }
+}

+ 11 - 0
Assets/InfraredProject/InfraredCamera/Scripts/InfraredCameraHelper.cs.meta

@@ -0,0 +1,11 @@
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+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 100
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 267 - 0
Assets/InfraredProject/InfraredCamera/Scripts/MyUVCManager.cs

@@ -0,0 +1,267 @@
+
+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/InfraredCamera/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: 

+ 126 - 0
Assets/InfraredProject/InfraredCamera/Scripts/ScreenLocate.cs

@@ -0,0 +1,126 @@
+using System.Collections.Generic;
+using UnityEngine;
+using ZIM.Unity;
+using o0InfraredLocate.ZIM;
+
+/// <summary>
+/// JC-补充接口
+/// </summary>
+public partial class ScreenLocate
+{
+    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);
+            var quad = 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());
+
+            //screenIdentification?.SetScreenQuad(quad);
+            screenIdentification.QuadManual = quad;
+            Debug.Log($"[ScreenLocate] 记录手动数据: {quad}");
+        }
+        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();
+    }
+}

+ 11 - 0
Assets/InfraredProject/InfraredCamera/Scripts/ScreenLocate.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 52eb6c21187b6264985b79ee29483fc1
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 526 - 0
Assets/InfraredProject/InfraredCamera/Scripts/UVCManager.cs

@@ -0,0 +1,526 @@
+#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;
+#endif
+using UnityEngine.Events;
+
+namespace SLAMUVC
+{
+    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();
+                if (resolutions == null || resolutions.Length == 0)
+                {
+                    Debug.LogError("[Error] 获取到的分辨率列表为空!");
+                    return;
+                }
+                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])));
+                //}
+                for (int i = 0; i < resolutions.Length; i++)
+                {
+                    string resolution = resolutions[i];
+
+                    // 1. 先检查是否为空或格式不对
+                    if (string.IsNullOrEmpty(resolution) || !resolution.Contains("x"))
+                    {
+                        Debug.LogWarning($"[Warning] 无效的分辨率数据: {resolution}");
+                        continue;
+                    }
+
+                    // 2. 尝试拆分
+                    string[] res = resolution.Split('x');
+                    if (res.Length != 2)
+                    {
+                        Debug.LogError($"[Error] 解析失败,分辨率格式错误: {resolution}");
+                        continue;
+                    }
+
+                    // 3. 解析成整数
+                    if (!int.TryParse(res[0], out int width) || !int.TryParse(res[1], out int height))
+                    {
+                        Debug.LogError($"[Error] 解析整数失败: {resolution}");
+                        continue;
+                    }
+
+                    // 4. 添加到列表
+                    resolutionInfos.Add(resolution, new Vector2(width, height));
+                    //Debug.Log($"[Debug] 添加分辨率: {width}x{height}");
+                }
+            }
+
+
+            /**
+            * 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($"name:{ctrl.name}, isAuto: {ctrl.isAuto}, isEnable: {ctrl.isEnable}, limit: {string.Join(", ", ctrl.limit)}, value: {ctrl.value}");
+                //    ctrlInfos.Add(ctrl.name,
+                //    new UVCCtrlInfo
+                //    {
+                //        name = ctrl.name,
+                //        current = ctrl.value,
+                //        min = ctrl.limit != null && ctrl.limit.Length > 0 ? ctrl.limit[0] : 0,
+                //        max = ctrl.limit != null && ctrl.limit.Length > 1 ? ctrl.limit[1] : 0,
+                //        def = ctrl.limit != null && ctrl.limit.Length > 2 ? ctrl.limit[2] : 0
+                //    });
+                //}
+                // 获取 UVC 控制列表
+                uvcInterface.GetUvcCtrlList();
+
+                if (uvcInterface.UVCCtrls == null || uvcInterface.UVCCtrls.Length == 0)
+                {
+                    Debug.LogError("[Error] 获取到的 UVC 控制列表为空!");
+                    return;
+                }
+
+                // 清空旧数据
+                ctrlInfos.Clear();
+
+                foreach (UVCCtrl ctrl in uvcInterface.UVCCtrls)
+                {
+                    if (ctrl == null)
+                    {
+                        Debug.LogError("[Error] 发现无效的 UVC 控制项 (null)");
+                        continue;
+                    }
+
+                    if (string.IsNullOrEmpty(ctrl.name))
+                    {
+                        Debug.LogWarning("[Warning] 发现无效的控制项,名称为空");
+                        continue;
+                    }
+
+                    // 记录每个控制项的数据
+                    //Debug.Log($"[Debug] 解析 UVC 控制项: name={ctrl.name}, isAuto={ctrl.isAuto}, isEnable={ctrl.isEnable}, value={ctrl.value}, " +
+                    //          $"limit=[{(ctrl.limit != null ? string.Join(", ", ctrl.limit) : "null")}]");
+
+                    ctrlInfos.Add(ctrl.name,
+                    new UVCCtrlInfo
+                    {
+                        name = ctrl.name,
+                        current = ctrl.value,
+                        min = ctrl.limit != null && ctrl.limit.Length > 0 ? ctrl.limit[0] : 0,
+                        max = ctrl.limit != null && ctrl.limit.Length > 1 ? ctrl.limit[1] : 0,
+                        def = ctrl.limit != null && ctrl.limit.Length > 2 ? ctrl.limit[2] : 0
+                    });
+                }
+            }
+
+            /**
+             * 获取支持的 UVC 控制/处理功能的类型列表
+             */
+            public List<string> GetCtrls()
+            {
+                return new List<string>(ctrlInfos.Keys);
+            }
+
+            /**
+             * 获取指定 UVC 控制/处理功能的信息
+             * @param type
+             * @return UVCCtrlInfo
+             * @throws ArgumentOutOfRangeException
+             */
+            public UVCCtrlInfo GetInfo(string type)
+            {
+                if (ctrlInfos.ContainsKey(type))
+                {
+                    return ctrlInfos.GetValueOrDefault(type, new UVCCtrlInfo());
+                }
+                else
+                {
+                    throw new ArgumentOutOfRangeException($"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>();
+#if UNITY_IOS
+            _interface = gameObject.AddComponent<UVCInterface_IOS>();
+#elif UNITY_ANDROID
+            _interface = gameObject.AddComponent<UVCInterface_Android>();
+#else
+            Debug.LogError("Unsupported platform!");
+#endif
+            _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()
+        {
+
+            _interface.cameraTextureHandle += () =>
+            {
+                Debug.Log("cameraTextureHandle");
+                if (_interface.CameraTexture == null)
+                {
+                    Debug.LogError("[Error] CameraTexture is NULL!");
+                    return;
+                }
+                var info = GetCamera();
+                if (info == null)
+                {
+                    Debug.LogError("[Error] GetCamera() returned NULL!");
+                    return;
+                }
+                //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;
+
+                Debug.Log("info.previewTexture:" + (info.previewTexture != null ? info.previewTexture.GetNativeTexturePtr().ToString() : "null") + " == bInit:" + bInit);
+                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
+                    if (startUVCManager == null)
+                        Debug.LogWarning("[Warning] startUVCManager 为空,回调不会执行");
+                    startUVCManager?.Invoke(info);
+                    // StartCoroutine(DelayGetInfo(info));
+                }
+                bInit = true;
+            };
+            //初始化相机,连接设备时候自动开启渲染
+            _interface.InitCamera(DefaultWidth, DefaultHeight);
+        }
+        /// <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;
+        }
+
+
+    }
+}

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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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+.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.
+
+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.
+
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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,
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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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+
+Copyright (c) .NET Foundation Contributors
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+MIT License
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+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, 
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+License notice for International Organization for Standardization
+-----------------------------------------------------------------
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+License notice for Intel
+------------------------
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+list of conditions and the following disclaimer.
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+CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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+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)
+
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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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+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
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+
+Copyright (c) 2011 Novell, Inc (http://www.novell.com)
+
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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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+Disclaimers
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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
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+
+License notice for Brotli
+--------------------------------------
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+
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+in the Software without restriction, including without limitation the rights
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+
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+all copies or substantial portions of the Software.
+
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+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.
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+contributors may be used to endorse or promote products derived from
+this software without specific prior written permission.
+
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+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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+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
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+met:
+
+   * Redistributions of source code must retain the above copyright
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+copyright notice, this list of conditions and the following disclaimer
+in the documentation and/or other materials provided with the
+distribution.
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+contributors may be used to endorse or promote products derived from
+this software without specific prior written permission.
+
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+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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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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+<?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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