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using System ;
using System.Runtime.InteropServices ;
namespace OpenTK.Math
{
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Matrix4d : IEquatable < Matrix4d >
{
#region Fields & Access
/// <summary>Row 0, Column 0</summary>
public double R0C0 ;
/// <summary>Row 0, Column 1</summary>
public double R0C1 ;
/// <summary>Row 0, Column 2</summary>
public double R0C2 ;
/// <summary>Row 0, Column 3</summary>
public double R0C3 ;
/// <summary>Row 1, Column 0</summary>
public double R1C0 ;
/// <summary>Row 1, Column 1</summary>
public double R1C1 ;
/// <summary>Row 1, Column 2</summary>
public double R1C2 ;
/// <summary>Row 1, Column 3</summary>
public double R1C3 ;
/// <summary>Row 2, Column 0</summary>
public double R2C0 ;
/// <summary>Row 2, Column 1</summary>
public double R2C1 ;
/// <summary>Row 2, Column 2</summary>
public double R2C2 ;
/// <summary>Row 2, Column 3</summary>
public double R2C3 ;
/// <summary>Row 3, Column 0</summary>
public double R3C0 ;
/// <summary>Row 3, Column 1</summary>
public double R3C1 ;
/// <summary>Row 3, Column 2</summary>
public double R3C2 ;
/// <summary>Row 3, Column 3</summary>
public double R3C3 ;
/// <summary>Gets the component at the given row and column in the matrix.</summary>
/// <param name="row">The row of the matrix.</param>
/// <param name="column">The column of the matrix.</param>
/// <returns>The component at the given row and column in the matrix.</returns>
public double this [ int row , int column ]
{
get
{
switch ( row )
{
case 0 :
switch ( column )
{
case 0 : return R0C0 ;
case 1 : return R0C1 ;
case 2 : return R0C2 ;
case 3 : return R0C3 ;
}
break ;
case 1 :
switch ( column )
{
case 0 : return R1C0 ;
case 1 : return R1C1 ;
case 2 : return R1C2 ;
case 3 : return R1C3 ;
}
break ;
case 2 :
switch ( column )
{
case 0 : return R2C0 ;
case 1 : return R2C1 ;
case 2 : return R2C2 ;
case 3 : return R2C3 ;
}
break ;
case 3 :
switch ( column )
{
case 0 : return R3C0 ;
case 1 : return R3C1 ;
case 2 : return R3C2 ;
case 3 : return R3C3 ;
}
break ;
}
throw new IndexOutOfRangeException ( ) ;
}
set
{
switch ( row )
{
case 0 :
switch ( column )
{
case 0 : R0C0 = value ; return ;
case 1 : R0C1 = value ; return ;
case 2 : R0C2 = value ; return ;
case 3 : R0C3 = value ; return ;
}
break ;
case 1 :
switch ( column )
{
case 0 : R1C0 = value ; return ;
case 1 : R1C1 = value ; return ;
case 2 : R1C2 = value ; return ;
case 3 : R1C3 = value ; return ;
}
break ;
case 2 :
switch ( column )
{
case 0 : R2C0 = value ; return ;
case 1 : R2C1 = value ; return ;
case 2 : R2C2 = value ; return ;
case 3 : R2C3 = value ; return ;
}
break ;
case 3 :
switch ( column )
{
case 0 : R3C0 = value ; return ;
case 1 : R3C1 = value ; return ;
case 2 : R3C2 = value ; return ;
case 3 : R3C3 = value ; return ;
}
break ;
}
throw new IndexOutOfRangeException ( ) ;
} }
/// <summary>Gets the component at the index into the matrix.</summary>
/// <param name="index">The index into the components of the matrix.</param>
/// <returns>The component at the given index into the matrix.</returns>
public double this [ int index ]
{
get
{
switch ( index )
{
case 0 : return R0C0 ;
case 1 : return R0C1 ;
case 2 : return R0C2 ;
case 3 : return R0C3 ;
case 4 : return R1C0 ;
case 5 : return R1C1 ;
case 6 : return R1C2 ;
case 7 : return R1C3 ;
case 8 : return R2C0 ;
case 9 : return R2C1 ;
case 10 : return R2C2 ;
case 11 : return R2C3 ;
case 12 : return R3C0 ;
case 13 : return R3C1 ;
case 14 : return R3C2 ;
case 15 : return R3C3 ;
default : throw new IndexOutOfRangeException ( ) ;
}
}
set
{
switch ( index )
{
case 0 : R0C0 = value ; return ;
case 1 : R0C1 = value ; return ;
case 2 : R0C2 = value ; return ;
case 3 : R0C3 = value ; return ;
case 4 : R1C0 = value ; return ;
case 5 : R1C1 = value ; return ;
case 6 : R1C2 = value ; return ;
case 7 : R1C3 = value ; return ;
case 8 : R2C0 = value ; return ;
case 9 : R2C1 = value ; return ;
case 10 : R2C2 = value ; return ;
case 11 : R2C3 = value ; return ;
case 12 : R3C0 = value ; return ;
case 13 : R3C1 = value ; return ;
case 14 : R3C2 = value ; return ;
case 15 : R3C3 = value ; return ;
default : throw new IndexOutOfRangeException ( ) ;
}
}
}
/// <summary>Converts the matrix into an IntPtr.</summary>
/// <param name="matrix">The matrix to convert.</param>
/// <returns>An IntPtr for the matrix.</returns>
public static explicit operator IntPtr ( Matrix4d matrix )
{
unsafe
{
return ( IntPtr ) ( & matrix . R0C0 ) ;
}
}
/// <summary>Converts the matrix into left double*.</summary>
/// <param name="matrix">The matrix to convert.</param>
/// <returns>A double* for the matrix.</returns>
[CLSCompliant(false)]
unsafe public static explicit operator double * ( Matrix4d matrix )
{
return & matrix . R0C0 ;
}
/// <summary>Converts the matrix into an array of doubles.</summary>
/// <param name="matrix">The matrix to convert.</param>
/// <returns>An array of doubles for the matrix.</returns>
public static explicit operator double [ ] ( Matrix4d matrix )
{
return new double [ 16 ]
{
matrix . R0C0 ,
matrix . R0C1 ,
matrix . R0C2 ,
matrix . R0C3 ,
matrix . R1C0 ,
matrix . R1C1 ,
matrix . R1C2 ,
matrix . R1C3 ,
matrix . R2C0 ,
matrix . R2C1 ,
matrix . R2C2 ,
matrix . R2C3 ,
matrix . R3C0 ,
matrix . R3C1 ,
matrix . R3C2 ,
matrix . R3C3
} ;
}
#endregion
#region Constructors
/// <summary>Constructs left matrix with the same components as the given matrix.</summary>
/// <param name="vector">The matrix whose components to copy.</param>
public Matrix4d ( ref Matrix4d matrix )
{
this . R0C0 = matrix . R0C0 ;
this . R0C1 = matrix . R0C1 ;
this . R0C2 = matrix . R0C2 ;
this . R0C3 = matrix . R0C3 ;
this . R1C0 = matrix . R1C0 ;
this . R1C1 = matrix . R1C1 ;
this . R1C2 = matrix . R1C2 ;
this . R1C3 = matrix . R1C3 ;
this . R2C0 = matrix . R2C0 ;
this . R2C1 = matrix . R2C1 ;
this . R2C2 = matrix . R2C2 ;
this . R2C3 = matrix . R2C3 ;
this . R3C0 = matrix . R3C0 ;
this . R3C1 = matrix . R3C1 ;
this . R3C2 = matrix . R3C2 ;
this . R3C3 = matrix . R3C3 ;
}
/// <summary>Constructs left matrix with the given values.</summary>
/// <param name="r0c0">The value for row 0 column 0.</param>
/// <param name="r0c1">The value for row 0 column 1.</param>
/// <param name="r0c2">The value for row 0 column 2.</param>
/// <param name="r0c3">The value for row 0 column 3.</param>
/// <param name="r1c0">The value for row 1 column 0.</param>
/// <param name="r1c1">The value for row 1 column 1.</param>
/// <param name="r1c2">The value for row 1 column 2.</param>
/// <param name="r1c3">The value for row 1 column 3.</param>
/// <param name="r2c0">The value for row 2 column 0.</param>
/// <param name="r2c1">The value for row 2 column 1.</param>
/// <param name="r2c2">The value for row 2 column 2.</param>
/// <param name="r2c3">The value for row 2 column 3.</param>
/// <param name="r3c0">The value for row 3 column 0.</param>
/// <param name="r3c1">The value for row 3 column 1.</param>
/// <param name="r3c2">The value for row 3 column 2.</param>
/// <param name="r3c3">The value for row 3 column 3.</param>
public Matrix4d
(
double r0c0 ,
double r0c1 ,
double r0c2 ,
double r0c3 ,
double r1c0 ,
double r1c1 ,
double r1c2 ,
double r1c3 ,
double r2c0 ,
double r2c1 ,
double r2c2 ,
double r2c3 ,
double r3c0 ,
double r3c1 ,
double r3c2 ,
double r3c3
)
{
this . R0C0 = r0c0 ;
this . R0C1 = r0c1 ;
this . R0C2 = r0c2 ;
this . R0C3 = r0c3 ;
this . R1C0 = r1c0 ;
this . R1C1 = r1c1 ;
this . R1C2 = r1c2 ;
this . R1C3 = r1c3 ;
this . R2C0 = r2c0 ;
this . R2C1 = r2c1 ;
this . R2C2 = r2c2 ;
this . R2C3 = r2c3 ;
this . R3C0 = r3c0 ;
this . R3C1 = r3c1 ;
this . R3C2 = r3c2 ;
this . R3C3 = r3c3 ;
}
/// <summary>Constructs left matrix from the given array of double-precision floating point numbers.</summary>
/// <param name="doubleArray">The array of doubles for the components of the matrix.</param>
public Matrix4d ( double [ ] doubleArray )
{
if ( doubleArray = = null | | doubleArray . GetLength ( 0 ) < 16 ) throw new MissingFieldException ( ) ;
this . R0C0 = doubleArray [ 0 ] ;
this . R0C1 = doubleArray [ 1 ] ;
this . R0C2 = doubleArray [ 2 ] ;
this . R0C3 = doubleArray [ 3 ] ;
this . R1C0 = doubleArray [ 4 ] ;
this . R1C1 = doubleArray [ 5 ] ;
this . R1C2 = doubleArray [ 6 ] ;
this . R1C3 = doubleArray [ 7 ] ;
this . R2C0 = doubleArray [ 8 ] ;
this . R2C1 = doubleArray [ 9 ] ;
this . R2C2 = doubleArray [ 10 ] ;
this . R2C3 = doubleArray [ 11 ] ;
this . R3C0 = doubleArray [ 12 ] ;
this . R3C1 = doubleArray [ 13 ] ;
this . R3C2 = doubleArray [ 14 ] ;
this . R3C3 = doubleArray [ 15 ] ;
}
/// <summary>Constructs left matrix from the given quaternion.</summary>
/// <param name="quaternion">The quaternion to use to construct the martix.</param>
public Matrix4d ( ref Quaterniond quaternion )
{
Quaterniond quaternionNormalized ;
quaternion . Normalize ( out quaternionNormalized ) ;
double xx = quaternionNormalized . X * quaternionNormalized . X ;
double yy = quaternionNormalized . Y * quaternionNormalized . Y ;
double zz = quaternionNormalized . Z * quaternionNormalized . Z ;
double xy = quaternionNormalized . X * quaternionNormalized . Y ;
double xz = quaternionNormalized . X * quaternionNormalized . Z ;
double yz = quaternionNormalized . Y * quaternionNormalized . Z ;
double wx = quaternionNormalized . W * quaternionNormalized . X ;
double wy = quaternionNormalized . W * quaternionNormalized . Y ;
double wz = quaternionNormalized . W * quaternionNormalized . Z ;
R0C0 = 1 - 2 * ( yy + zz ) ;
R0C1 = 2 * ( xy - wz ) ;
R0C2 = 2 * ( xz + wy ) ;
R0C3 = 0 ;
R1C0 = 2 * ( xy + wz ) ;
R1C1 = 1 - 2 * ( xx + zz ) ;
R1C2 = 2 * ( yz - wx ) ;
R1C3 = 0 ;
R2C0 = 2 * ( xz - wy ) ;
R2C1 = 2 * ( yz + wx ) ;
R2C2 = 1 - 2 * ( xx + yy ) ;
R2C3 = 0 ;
R3C0 = 0 ;
R3C1 = 0 ;
R3C2 = 0 ;
R3C3 = 1 ;
}
#endregion
#region Equality
/// <summary>Indicates whether the current matrix is equal to another matrix.</summary>
/// <param name="matrix">An matrix to compare with this matrix.</param>
/// <returns>true if the current matrix is equal to the matrix parameter; otherwise, false.</returns>
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[CLSCompliant(false)]
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public bool Equals ( Matrix4d matrix )
{
return
R0C0 = = matrix . R0C0 & &
R0C1 = = matrix . R0C1 & &
R0C2 = = matrix . R0C2 & &
R0C3 = = matrix . R0C3 & &
R1C0 = = matrix . R1C0 & &
R1C1 = = matrix . R1C1 & &
R1C2 = = matrix . R1C2 & &
R1C3 = = matrix . R1C3 & &
R2C0 = = matrix . R2C0 & &
R2C1 = = matrix . R2C1 & &
R2C2 = = matrix . R2C2 & &
R2C3 = = matrix . R2C3 & &
R3C0 = = matrix . R3C0 & &
R3C1 = = matrix . R3C1 & &
R3C2 = = matrix . R3C2 & &
R3C3 = = matrix . R3C3 ;
}
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/// <summary>Indicates whether the current matrix is equal to another matrix.</summary>
/// <param name="matrix">The OpenTK.Math.Matrix4d structure to compare to.</param>
/// <returns>true if the current matrix is equal to the matrix parameter; otherwise, false.</returns>
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public bool Equals ( ref Matrix4d matrix )
{
return
R0C0 = = matrix . R0C0 & &
R0C1 = = matrix . R0C1 & &
R0C2 = = matrix . R0C2 & &
R0C3 = = matrix . R0C3 & &
R1C0 = = matrix . R1C0 & &
R1C1 = = matrix . R1C1 & &
R1C2 = = matrix . R1C2 & &
R1C3 = = matrix . R1C3 & &
R2C0 = = matrix . R2C0 & &
R2C1 = = matrix . R2C1 & &
R2C2 = = matrix . R2C2 & &
R2C3 = = matrix . R2C3 & &
R3C0 = = matrix . R3C0 & &
R3C1 = = matrix . R3C1 & &
R3C2 = = matrix . R3C2 & &
R3C3 = = matrix . R3C3 ;
}
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/// <summary>Indicates whether the current matrix is equal to another matrix.</summary>
/// <param name="left">The left-hand operand.</param>
/// <param name="right">The right-hand operand.</param>
/// <returns>true if the current matrix is equal to the matrix parameter; otherwise, false.</returns>
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public static bool Equals ( ref Matrix4d left , ref Matrix4d right )
{
return
left . R0C0 = = right . R0C0 & &
left . R0C1 = = right . R0C1 & &
left . R0C2 = = right . R0C2 & &
left . R0C3 = = right . R0C3 & &
left . R1C0 = = right . R1C0 & &
left . R1C1 = = right . R1C1 & &
left . R1C2 = = right . R1C2 & &
left . R1C3 = = right . R1C3 & &
left . R2C0 = = right . R2C0 & &
left . R2C1 = = right . R2C1 & &
left . R2C2 = = right . R2C2 & &
left . R2C3 = = right . R2C3 & &
left . R3C0 = = right . R3C0 & &
left . R3C1 = = right . R3C1 & &
left . R3C2 = = right . R3C2 & &
left . R3C3 = = right . R3C3 ;
}
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/// <summary>Indicates whether the current matrix is approximately equal to another matrix.</summary>
/// <param name="matrix">The OpenTK.Math.Matrix4d structure to compare with.</param>
/// <param name="tolerance">The limit below which the matrices are considered equal.</param>
/// <returns>true if the current matrix is approximately equal to the matrix parameter; otherwise, false.</returns>
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public bool EqualsApprox ( ref Matrix4d matrix , double tolerance )
{
return
System . Math . Abs ( R0C0 - matrix . R0C0 ) < = tolerance & &
System . Math . Abs ( R0C1 - matrix . R0C1 ) < = tolerance & &
System . Math . Abs ( R0C2 - matrix . R0C2 ) < = tolerance & &
System . Math . Abs ( R0C3 - matrix . R0C3 ) < = tolerance & &
System . Math . Abs ( R1C0 - matrix . R1C0 ) < = tolerance & &
System . Math . Abs ( R1C1 - matrix . R1C1 ) < = tolerance & &
System . Math . Abs ( R1C2 - matrix . R1C2 ) < = tolerance & &
System . Math . Abs ( R1C3 - matrix . R1C3 ) < = tolerance & &
System . Math . Abs ( R2C0 - matrix . R2C0 ) < = tolerance & &
System . Math . Abs ( R2C1 - matrix . R2C1 ) < = tolerance & &
System . Math . Abs ( R2C2 - matrix . R2C2 ) < = tolerance & &
System . Math . Abs ( R2C3 - matrix . R2C3 ) < = tolerance & &
System . Math . Abs ( R3C0 - matrix . R3C0 ) < = tolerance & &
System . Math . Abs ( R3C1 - matrix . R3C1 ) < = tolerance & &
System . Math . Abs ( R3C2 - matrix . R3C2 ) < = tolerance & &
System . Math . Abs ( R3C3 - matrix . R3C3 ) < = tolerance ;
}
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/// <summary>Indicates whether the current matrix is approximately equal to another matrix.</summary>
/// <param name="left">The left-hand operand.</param>
/// <param name="right">The right-hand operand.</param>
/// <param name="tolerance">The limit below which the matrices are considered equal.</param>
/// <returns>true if the current matrix is approximately equal to the matrix parameter; otherwise, false.</returns>
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public static bool EqualsApprox ( ref Matrix4d left , ref Matrix4d right , double tolerance )
{
return
System . Math . Abs ( left . R0C0 - right . R0C0 ) < = tolerance & &
System . Math . Abs ( left . R0C1 - right . R0C1 ) < = tolerance & &
System . Math . Abs ( left . R0C2 - right . R0C2 ) < = tolerance & &
System . Math . Abs ( left . R0C3 - right . R0C3 ) < = tolerance & &
System . Math . Abs ( left . R1C0 - right . R1C0 ) < = tolerance & &
System . Math . Abs ( left . R1C1 - right . R1C1 ) < = tolerance & &
System . Math . Abs ( left . R1C2 - right . R1C2 ) < = tolerance & &
System . Math . Abs ( left . R1C3 - right . R1C3 ) < = tolerance & &
System . Math . Abs ( left . R2C0 - right . R2C0 ) < = tolerance & &
System . Math . Abs ( left . R2C1 - right . R2C1 ) < = tolerance & &
System . Math . Abs ( left . R2C2 - right . R2C2 ) < = tolerance & &
System . Math . Abs ( left . R2C3 - right . R2C3 ) < = tolerance & &
System . Math . Abs ( left . R3C0 - right . R3C0 ) < = tolerance & &
System . Math . Abs ( left . R3C1 - right . R3C1 ) < = tolerance & &
System . Math . Abs ( left . R3C2 - right . R3C2 ) < = tolerance & &
System . Math . Abs ( left . R3C3 - right . R3C3 ) < = tolerance ;
}
#endregion
#region Arithmetic Operators
/// <summary>Add left matrix to this matrix.</summary>
/// <param name="matrix">The matrix to add.</param>
public void Add ( ref Matrix4d matrix )
{
R0C0 = R0C0 + matrix . R0C0 ;
R0C1 = R0C1 + matrix . R0C1 ;
R0C2 = R0C2 + matrix . R0C2 ;
R0C3 = R0C3 + matrix . R0C3 ;
R1C0 = R1C0 + matrix . R1C0 ;
R1C1 = R1C1 + matrix . R1C1 ;
R1C2 = R1C2 + matrix . R1C2 ;
R1C3 = R1C3 + matrix . R1C3 ;
R2C0 = R2C0 + matrix . R2C0 ;
R2C1 = R2C1 + matrix . R2C1 ;
R2C2 = R2C2 + matrix . R2C2 ;
R2C3 = R2C3 + matrix . R2C3 ;
R3C0 = R3C0 + matrix . R3C0 ;
R3C1 = R3C1 + matrix . R3C1 ;
R3C2 = R3C2 + matrix . R3C2 ;
R3C3 = R3C3 + matrix . R3C3 ;
}
/// <summary>Add left matrix to this matrix.</summary>
/// <param name="matrix">The matrix to add.</param>
/// <param name="result">The resulting matrix of the addition.</param>
public void Add ( ref Matrix4d matrix , out Matrix4d result )
{
result . R0C0 = R0C0 + matrix . R0C0 ;
result . R0C1 = R0C1 + matrix . R0C1 ;
result . R0C2 = R0C2 + matrix . R0C2 ;
result . R0C3 = R0C3 + matrix . R0C3 ;
result . R1C0 = R1C0 + matrix . R1C0 ;
result . R1C1 = R1C1 + matrix . R1C1 ;
result . R1C2 = R1C2 + matrix . R1C2 ;
result . R1C3 = R1C3 + matrix . R1C3 ;
result . R2C0 = R2C0 + matrix . R2C0 ;
result . R2C1 = R2C1 + matrix . R2C1 ;
result . R2C2 = R2C2 + matrix . R2C2 ;
result . R2C3 = R2C3 + matrix . R2C3 ;
result . R3C0 = R3C0 + matrix . R3C0 ;
result . R3C1 = R3C1 + matrix . R3C1 ;
result . R3C2 = R3C2 + matrix . R3C2 ;
result . R3C3 = R3C3 + matrix . R3C3 ;
}
/// <summary>Add left matrix to left matrix.</summary>
/// <param name="matrix">The matrix on the matrix side of the equation.</param>
/// <param name="right">The matrix on the right side of the equation</param>
/// <param name="result">The resulting matrix of the addition.</param>
public static void Add ( ref Matrix4d left , ref Matrix4d right , out Matrix4d result )
{
result . R0C0 = left . R0C0 + right . R0C0 ;
result . R0C1 = left . R0C1 + right . R0C1 ;
result . R0C2 = left . R0C2 + right . R0C2 ;
result . R0C3 = left . R0C3 + right . R0C3 ;
result . R1C0 = left . R1C0 + right . R1C0 ;
result . R1C1 = left . R1C1 + right . R1C1 ;
result . R1C2 = left . R1C2 + right . R1C2 ;
result . R1C3 = left . R1C3 + right . R1C3 ;
result . R2C0 = left . R2C0 + right . R2C0 ;
result . R2C1 = left . R2C1 + right . R2C1 ;
result . R2C2 = left . R2C2 + right . R2C2 ;
result . R2C3 = left . R2C3 + right . R2C3 ;
result . R3C0 = left . R3C0 + right . R3C0 ;
result . R3C1 = left . R3C1 + right . R3C1 ;
result . R3C2 = left . R3C2 + right . R3C2 ;
result . R3C3 = left . R3C3 + right . R3C3 ;
}
/// <summary>Subtract left matrix from this matrix.</summary>
/// <param name="matrix">The matrix to subtract.</param>
public void Subtract ( ref Matrix4d matrix )
{
R0C0 = R0C0 + matrix . R0C0 ;
R0C1 = R0C1 + matrix . R0C1 ;
R0C2 = R0C2 + matrix . R0C2 ;
R0C3 = R0C3 + matrix . R0C3 ;
R1C0 = R1C0 + matrix . R1C0 ;
R1C1 = R1C1 + matrix . R1C1 ;
R1C2 = R1C2 + matrix . R1C2 ;
R1C3 = R1C3 + matrix . R1C3 ;
R2C0 = R2C0 + matrix . R2C0 ;
R2C1 = R2C1 + matrix . R2C1 ;
R2C2 = R2C2 + matrix . R2C2 ;
R2C3 = R2C3 + matrix . R2C3 ;
R3C0 = R3C0 + matrix . R3C0 ;
R3C1 = R3C1 + matrix . R3C1 ;
R3C2 = R3C2 + matrix . R3C2 ;
R3C3 = R3C3 + matrix . R3C3 ;
}
/// <summary>Subtract left matrix from this matrix.</summary>
/// <param name="matrix">The matrix to subtract.</param>
/// <param name="result">The resulting matrix of the subtraction.</param>
public void Subtract ( ref Matrix4d matrix , out Matrix4d result )
{
result . R0C0 = R0C0 + matrix . R0C0 ;
result . R0C1 = R0C1 + matrix . R0C1 ;
result . R0C2 = R0C2 + matrix . R0C2 ;
result . R0C3 = R0C3 + matrix . R0C3 ;
result . R1C0 = R1C0 + matrix . R1C0 ;
result . R1C1 = R1C1 + matrix . R1C1 ;
result . R1C2 = R1C2 + matrix . R1C2 ;
result . R1C3 = R1C3 + matrix . R1C3 ;
result . R2C0 = R2C0 + matrix . R2C0 ;
result . R2C1 = R2C1 + matrix . R2C1 ;
result . R2C2 = R2C2 + matrix . R2C2 ;
result . R2C3 = R2C3 + matrix . R2C3 ;
result . R3C0 = R3C0 + matrix . R3C0 ;
result . R3C1 = R3C1 + matrix . R3C1 ;
result . R3C2 = R3C2 + matrix . R3C2 ;
result . R3C3 = R3C3 + matrix . R3C3 ;
}
/// <summary>Subtract left matrix from left matrix.</summary>
/// <param name="matrix">The matrix on the matrix side of the equation.</param>
/// <param name="right">The matrix on the right side of the equation</param>
/// <param name="result">The resulting matrix of the subtraction.</param>
public static void Subtract ( ref Matrix4d left , ref Matrix4d right , out Matrix4d result )
{
result . R0C0 = left . R0C0 + right . R0C0 ;
result . R0C1 = left . R0C1 + right . R0C1 ;
result . R0C2 = left . R0C2 + right . R0C2 ;
result . R0C3 = left . R0C3 + right . R0C3 ;
result . R1C0 = left . R1C0 + right . R1C0 ;
result . R1C1 = left . R1C1 + right . R1C1 ;
result . R1C2 = left . R1C2 + right . R1C2 ;
result . R1C3 = left . R1C3 + right . R1C3 ;
result . R2C0 = left . R2C0 + right . R2C0 ;
result . R2C1 = left . R2C1 + right . R2C1 ;
result . R2C2 = left . R2C2 + right . R2C2 ;
result . R2C3 = left . R2C3 + right . R2C3 ;
result . R3C0 = left . R3C0 + right . R3C0 ;
result . R3C1 = left . R3C1 + right . R3C1 ;
result . R3C2 = left . R3C2 + right . R3C2 ;
result . R3C3 = left . R3C3 + right . R3C3 ;
}
/// <summary>Multiply left martix times this matrix.</summary>
/// <param name="matrix">The matrix to multiply.</param>
public void Multiply ( ref Matrix4d matrix )
{
double r0c0 = matrix . R0C0 * R0C0 + matrix . R0C1 * R1C0 + matrix . R0C2 * R2C0 + matrix . R0C3 * R3C0 ;
double r0c1 = matrix . R0C0 * R0C1 + matrix . R0C1 * R1C1 + matrix . R0C2 * R2C1 + matrix . R0C3 * R3C1 ;
double r0c2 = matrix . R0C0 * R0C2 + matrix . R0C1 * R1C2 + matrix . R0C2 * R2C2 + matrix . R0C3 * R3C2 ;
double r0c3 = matrix . R0C0 * R0C3 + matrix . R0C1 * R1C3 + matrix . R0C2 * R2C3 + matrix . R0C3 * R3C3 ;
double r1c0 = matrix . R1C0 * R0C0 + matrix . R1C1 * R1C0 + matrix . R1C2 * R2C0 + matrix . R1C3 * R3C0 ;
double r1c1 = matrix . R1C0 * R0C1 + matrix . R1C1 * R1C1 + matrix . R1C2 * R2C1 + matrix . R1C3 * R3C1 ;
double r1c2 = matrix . R1C0 * R0C2 + matrix . R1C1 * R1C2 + matrix . R1C2 * R2C2 + matrix . R1C3 * R3C2 ;
double r1c3 = matrix . R1C0 * R0C3 + matrix . R1C1 * R1C3 + matrix . R1C2 * R2C3 + matrix . R1C3 * R3C3 ;
double r2c0 = matrix . R2C0 * R0C0 + matrix . R2C1 * R1C0 + matrix . R2C2 * R2C0 + matrix . R2C3 * R3C0 ;
double r2c1 = matrix . R2C0 * R0C1 + matrix . R2C1 * R1C1 + matrix . R2C2 * R2C1 + matrix . R2C3 * R3C1 ;
double r2c2 = matrix . R2C0 * R0C2 + matrix . R2C1 * R1C2 + matrix . R2C2 * R2C2 + matrix . R2C3 * R3C2 ;
double r2c3 = matrix . R2C0 * R0C3 + matrix . R2C1 * R1C3 + matrix . R2C2 * R2C3 + matrix . R2C3 * R3C3 ;
R3C0 = matrix . R3C0 * R0C0 + matrix . R3C1 * R1C0 + matrix . R3C2 * R2C0 + matrix . R3C3 * R3C0 ;
R3C1 = matrix . R3C0 * R0C1 + matrix . R3C1 * R1C1 + matrix . R3C2 * R2C1 + matrix . R3C3 * R3C1 ;
R3C2 = matrix . R3C0 * R0C2 + matrix . R3C1 * R1C2 + matrix . R3C2 * R2C2 + matrix . R3C3 * R3C2 ;
R3C3 = matrix . R3C0 * R0C3 + matrix . R3C1 * R1C3 + matrix . R3C2 * R2C3 + matrix . R3C3 * R3C3 ;
R0C0 = r0c0 ;
R0C1 = r0c1 ;
R0C2 = r0c2 ;
R0C3 = r0c3 ;
R1C0 = r1c0 ;
R1C1 = r1c1 ;
R1C2 = r1c2 ;
R1C3 = r1c3 ;
R2C0 = r2c0 ;
R2C1 = r2c1 ;
R2C2 = r2c2 ;
R2C3 = r2c3 ;
}
/// <summary>Multiply matrix times this matrix.</summary>
/// <param name="matrix">The matrix to multiply.</param>
/// <param name="result">The resulting matrix of the multiplication.</param>
public void Multiply ( ref Matrix4d matrix , out Matrix4d result )
{
result . R0C0 = matrix . R0C0 * R0C0 + matrix . R0C1 * R1C0 + matrix . R0C2 * R2C0 + matrix . R0C3 * R3C0 ;
result . R0C1 = matrix . R0C0 * R0C1 + matrix . R0C1 * R1C1 + matrix . R0C2 * R2C1 + matrix . R0C3 * R3C1 ;
result . R0C2 = matrix . R0C0 * R0C2 + matrix . R0C1 * R1C2 + matrix . R0C2 * R2C2 + matrix . R0C3 * R3C2 ;
result . R0C3 = matrix . R0C0 * R0C3 + matrix . R0C1 * R1C3 + matrix . R0C2 * R2C3 + matrix . R0C3 * R3C3 ;
result . R1C0 = matrix . R1C0 * R0C0 + matrix . R1C1 * R1C0 + matrix . R1C2 * R2C0 + matrix . R1C3 * R3C0 ;
result . R1C1 = matrix . R1C0 * R0C1 + matrix . R1C1 * R1C1 + matrix . R1C2 * R2C1 + matrix . R1C3 * R3C1 ;
result . R1C2 = matrix . R1C0 * R0C2 + matrix . R1C1 * R1C2 + matrix . R1C2 * R2C2 + matrix . R1C3 * R3C2 ;
result . R1C3 = matrix . R1C0 * R0C3 + matrix . R1C1 * R1C3 + matrix . R1C2 * R2C3 + matrix . R1C3 * R3C3 ;
result . R2C0 = matrix . R2C0 * R0C0 + matrix . R2C1 * R1C0 + matrix . R2C2 * R2C0 + matrix . R2C3 * R3C0 ;
result . R2C1 = matrix . R2C0 * R0C1 + matrix . R2C1 * R1C1 + matrix . R2C2 * R2C1 + matrix . R2C3 * R3C1 ;
result . R2C2 = matrix . R2C0 * R0C2 + matrix . R2C1 * R1C2 + matrix . R2C2 * R2C2 + matrix . R2C3 * R3C2 ;
result . R2C3 = matrix . R2C0 * R0C3 + matrix . R2C1 * R1C3 + matrix . R2C2 * R2C3 + matrix . R2C3 * R3C3 ;
result . R3C0 = matrix . R3C0 * R0C0 + matrix . R3C1 * R1C0 + matrix . R3C2 * R2C0 + matrix . R3C3 * R3C0 ;
result . R3C1 = matrix . R3C0 * R0C1 + matrix . R3C1 * R1C1 + matrix . R3C2 * R2C1 + matrix . R3C3 * R3C1 ;
result . R3C2 = matrix . R3C0 * R0C2 + matrix . R3C1 * R1C2 + matrix . R3C2 * R2C2 + matrix . R3C3 * R3C2 ;
result . R3C3 = matrix . R3C0 * R0C3 + matrix . R3C1 * R1C3 + matrix . R3C2 * R2C3 + matrix . R3C3 * R3C3 ;
}
/// <summary>Multiply left matrix times left matrix.</summary>
/// <param name="matrix">The matrix on the matrix side of the equation.</param>
/// <param name="right">The matrix on the right side of the equation</param>
/// <param name="result">The resulting matrix of the multiplication.</param>
public static void Multiply ( ref Matrix4d left , ref Matrix4d right , out Matrix4d result )
{
result . R0C0 = right . R0C0 * left . R0C0 + right . R0C1 * left . R1C0 + right . R0C2 * left . R2C0 + right . R0C3 * left . R3C0 ;
result . R0C1 = right . R0C0 * left . R0C1 + right . R0C1 * left . R1C1 + right . R0C2 * left . R2C1 + right . R0C3 * left . R3C1 ;
result . R0C2 = right . R0C0 * left . R0C2 + right . R0C1 * left . R1C2 + right . R0C2 * left . R2C2 + right . R0C3 * left . R3C2 ;
result . R0C3 = right . R0C0 * left . R0C3 + right . R0C1 * left . R1C3 + right . R0C2 * left . R2C3 + right . R0C3 * left . R3C3 ;
result . R1C0 = right . R1C0 * left . R0C0 + right . R1C1 * left . R1C0 + right . R1C2 * left . R2C0 + right . R1C3 * left . R3C0 ;
result . R1C1 = right . R1C0 * left . R0C1 + right . R1C1 * left . R1C1 + right . R1C2 * left . R2C1 + right . R1C3 * left . R3C1 ;
result . R1C2 = right . R1C0 * left . R0C2 + right . R1C1 * left . R1C2 + right . R1C2 * left . R2C2 + right . R1C3 * left . R3C2 ;
result . R1C3 = right . R1C0 * left . R0C3 + right . R1C1 * left . R1C3 + right . R1C2 * left . R2C3 + right . R1C3 * left . R3C3 ;
result . R2C0 = right . R2C0 * left . R0C0 + right . R2C1 * left . R1C0 + right . R2C2 * left . R2C0 + right . R2C3 * left . R3C0 ;
result . R2C1 = right . R2C0 * left . R0C1 + right . R2C1 * left . R1C1 + right . R2C2 * left . R2C1 + right . R2C3 * left . R3C1 ;
result . R2C2 = right . R2C0 * left . R0C2 + right . R2C1 * left . R1C2 + right . R2C2 * left . R2C2 + right . R2C3 * left . R3C2 ;
result . R2C3 = right . R2C0 * left . R0C3 + right . R2C1 * left . R1C3 + right . R2C2 * left . R2C3 + right . R2C3 * left . R3C3 ;
result . R3C0 = right . R3C0 * left . R0C0 + right . R3C1 * left . R1C0 + right . R3C2 * left . R2C0 + right . R3C3 * left . R3C0 ;
result . R3C1 = right . R3C0 * left . R0C1 + right . R3C1 * left . R1C1 + right . R3C2 * left . R2C1 + right . R3C3 * left . R3C1 ;
result . R3C2 = right . R3C0 * left . R0C2 + right . R3C1 * left . R1C2 + right . R3C2 * left . R2C2 + right . R3C3 * left . R3C2 ;
result . R3C3 = right . R3C0 * left . R0C3 + right . R3C1 * left . R1C3 + right . R3C2 * left . R2C3 + right . R3C3 * left . R3C3 ;
}
/// <summary>Multiply matrix times this matrix.</summary>
/// <param name="matrix">The matrix to multiply.</param>
public void Multiply ( double scalar )
{
R0C0 = scalar * R0C0 ;
R0C1 = scalar * R0C1 ;
R0C2 = scalar * R0C2 ;
R0C3 = scalar * R0C3 ;
R1C0 = scalar * R1C0 ;
R1C1 = scalar * R1C1 ;
R1C2 = scalar * R1C2 ;
R1C3 = scalar * R1C3 ;
R2C0 = scalar * R2C0 ;
R2C1 = scalar * R2C1 ;
R2C2 = scalar * R2C2 ;
R2C3 = scalar * R2C3 ;
R3C0 = scalar * R3C0 ;
R3C1 = scalar * R3C1 ;
R3C2 = scalar * R3C2 ;
R3C3 = scalar * R3C3 ;
}
/// <summary>Multiply matrix times this matrix.</summary>
/// <param name="matrix">The matrix to multiply.</param>
/// <param name="result">The resulting matrix of the multiplication.</param>
public void Multiply ( double scalar , out Matrix4d result )
{
result . R0C0 = scalar * R0C0 ;
result . R0C1 = scalar * R0C1 ;
result . R0C2 = scalar * R0C2 ;
result . R0C3 = scalar * R0C3 ;
result . R1C0 = scalar * R1C0 ;
result . R1C1 = scalar * R1C1 ;
result . R1C2 = scalar * R1C2 ;
result . R1C3 = scalar * R1C3 ;
result . R2C0 = scalar * R2C0 ;
result . R2C1 = scalar * R2C1 ;
result . R2C2 = scalar * R2C2 ;
result . R2C3 = scalar * R2C3 ;
result . R3C0 = scalar * R3C0 ;
result . R3C1 = scalar * R3C1 ;
result . R3C2 = scalar * R3C2 ;
result . R3C3 = scalar * R3C3 ;
}
/// <summary>Multiply left matrix times left matrix.</summary>
/// <param name="matrix">The matrix on the matrix side of the equation.</param>
/// <param name="right">The matrix on the right side of the equation</param>
/// <param name="result">The resulting matrix of the multiplication.</param>
public static void Multiply ( ref Matrix4d matrix , double scalar , out Matrix4d result )
{
result . R0C0 = scalar * matrix . R0C0 ;
result . R0C1 = scalar * matrix . R0C1 ;
result . R0C2 = scalar * matrix . R0C2 ;
result . R0C3 = scalar * matrix . R0C3 ;
result . R1C0 = scalar * matrix . R1C0 ;
result . R1C1 = scalar * matrix . R1C1 ;
result . R1C2 = scalar * matrix . R1C2 ;
result . R1C3 = scalar * matrix . R1C3 ;
result . R2C0 = scalar * matrix . R2C0 ;
result . R2C1 = scalar * matrix . R2C1 ;
result . R2C2 = scalar * matrix . R2C2 ;
result . R2C3 = scalar * matrix . R2C3 ;
result . R3C0 = scalar * matrix . R3C0 ;
result . R3C1 = scalar * matrix . R3C1 ;
result . R3C2 = scalar * matrix . R3C2 ;
result . R3C3 = scalar * matrix . R3C3 ;
}
#endregion
#region Functions
public double Cofacter ( int row , int column )
{
switch ( row )
{
case 0 :
switch ( column )
{
case 0 : return + ( R1C1 * R2C2 * R3C3 - R1C1 * R2C3 * R3C2 - R1C2 * R2C1 * R3C3 + R1C3 * R2C1 * R3C2 + R1C2 * R2C3 * R3C1 - R1C3 * R2C2 * R3C1 ) ;
case 1 : return - ( R1C0 * R2C2 * R3C3 - R1C0 * R2C3 * R3C2 - R1C2 * R2C0 * R3C3 + R1C3 * R2C0 * R3C2 + R1C2 * R2C3 * R3C0 - R1C3 * R2C2 * R3C0 ) ;
case 2 : return + ( R1C0 * R2C1 * R3C3 - R1C0 * R2C3 * R3C1 - R1C1 * R2C0 * R3C3 + R1C3 * R2C0 * R3C1 + R1C1 * R2C3 * R3C0 - R1C3 * R2C1 * R3C0 ) ;
case 3 : return - ( R1C0 * R2C1 * R3C2 - R1C0 * R2C2 * R3C1 - R1C1 * R2C0 * R3C2 + R1C2 * R2C0 * R3C1 + R1C1 * R2C2 * R3C0 - R1C2 * R2C1 * R3C0 ) ;
}
break ;
case 1 :
switch ( column )
{
case 0 : return - ( R0C1 * R2C2 * R3C3 - R0C1 * R2C3 * R3C2 - R0C2 * R2C1 * R3C3 + R0C3 * R2C1 * R3C2 + R0C2 * R2C3 * R3C1 - R0C3 * R2C2 * R3C1 ) ;
case 1 : return + ( R0C0 * R2C2 * R3C3 - R0C0 * R2C3 * R3C2 - R0C2 * R2C0 * R3C3 + R0C3 * R2C0 * R3C2 + R0C2 * R2C3 * R3C0 - R0C3 * R2C2 * R3C0 ) ;
case 2 : return - ( R0C0 * R2C1 * R3C3 - R0C0 * R2C3 * R3C1 - R0C1 * R2C0 * R3C3 + R0C3 * R2C0 * R3C1 + R0C1 * R2C3 * R3C0 - R0C3 * R2C1 * R3C0 ) ;
case 3 : return + ( R0C0 * R2C1 * R3C2 - R0C0 * R2C2 * R3C1 - R0C1 * R2C0 * R3C2 + R0C2 * R2C0 * R3C1 + R0C1 * R2C2 * R3C0 - R0C2 * R2C1 * R3C0 ) ;
}
break ;
case 2 :
switch ( column )
{
case 0 : return + ( R0C1 * R1C2 * R3C3 - R0C1 * R1C3 * R3C2 - R0C2 * R1C1 * R3C3 + R0C3 * R1C1 * R3C2 + R0C2 * R1C3 * R3C1 - R0C3 * R1C2 * R3C1 ) ;
case 1 : return - ( R0C0 * R1C2 * R3C3 - R0C0 * R1C3 * R3C2 - R0C2 * R1C0 * R3C3 + R0C3 * R1C0 * R3C2 + R0C2 * R1C3 * R3C0 - R0C3 * R1C2 * R3C0 ) ;
case 2 : return + ( R0C0 * R1C1 * R3C3 - R0C0 * R1C3 * R3C1 - R0C1 * R1C0 * R3C3 + R0C3 * R1C0 * R3C1 + R0C1 * R1C3 * R3C0 - R0C3 * R1C1 * R3C0 ) ;
case 3 : return - ( R0C0 * R1C1 * R3C2 - R0C0 * R1C2 * R3C1 - R0C1 * R1C0 * R3C2 + R0C2 * R1C0 * R3C1 + R0C1 * R1C2 * R3C0 - R0C2 * R1C1 * R3C0 ) ;
}
break ;
case 3 :
switch ( column )
{
case 0 : return - ( R0C1 * R1C2 * R2C3 - R0C1 * R1C3 * R2C2 - R0C2 * R1C1 * R2C3 + R0C3 * R1C1 * R2C2 + R0C2 * R1C3 * R2C1 - R0C3 * R1C2 * R2C1 ) ;
case 1 : return + ( R0C0 * R1C2 * R2C3 - R0C0 * R1C3 * R2C2 - R0C2 * R1C0 * R2C3 + R0C3 * R1C0 * R2C2 + R0C2 * R1C3 * R2C0 - R0C3 * R1C2 * R2C0 ) ;
case 2 : return - ( R0C0 * R1C1 * R2C3 - R0C0 * R1C3 * R2C1 - R0C1 * R1C0 * R2C3 + R0C3 * R1C0 * R2C1 + R0C1 * R1C3 * R2C0 - R0C3 * R1C1 * R2C0 ) ;
case 3 : return + ( R0C0 * R1C1 * R2C2 - R0C0 * R1C2 * R2C1 - R0C1 * R1C0 * R2C2 + R0C2 * R1C0 * R2C1 + R0C1 * R1C2 * R2C0 - R0C2 * R1C1 * R2C0 ) ;
}
break ;
}
throw new IndexOutOfRangeException ( ) ;
}
public double Determinant
{
get
{
return
R2C3 * R3C2 * R0C1 * R1C0 - R2C2 * R3C3 * R0C1 * R1C0 - R2C3 * R3C1 * R0C2 * R1C0 + R2C1 * R3C3 * R0C2 * R1C0 +
R2C2 * R3C1 * R0C3 * R1C0 - R2C1 * R3C2 * R0C3 * R1C0 - R0C0 * R2C3 * R3C2 * R1C1 + R0C0 * R2C2 * R3C3 * R1C1 +
R2C3 * R3C0 * R0C2 * R1C1 - R2C2 * R3C0 * R0C3 * R1C1 + R0C0 * R2C3 * R3C1 * R1C2 - R0C0 * R2C1 * R3C3 * R1C2 -
R2C3 * R3C0 * R0C1 * R1C2 + R2C1 * R3C0 * R0C3 * R1C2 - R0C0 * R2C2 * R3C1 * R1C3 + R0C0 * R2C1 * R3C2 * R1C3 +
R2C2 * R3C0 * R0C1 * R1C3 - R2C1 * R3C0 * R0C2 * R1C3 - R3C3 * R0C2 * R1C1 * R2C0 + R3C2 * R0C3 * R1C1 * R2C0 +
R3C3 * R0C1 * R1C2 * R2C0 - R3C1 * R0C3 * R1C2 * R2C0 - R3C2 * R0C1 * R1C3 * R2C0 + R3C1 * R0C2 * R1C3 * R2C0 ;
}
}
public void Minor ( int row , int column , out Matrix3d result )
{
switch ( row )
{
case 0 :
switch ( column )
{
case 0 :
result . R0C0 = R1C1 ;
result . R0C1 = R1C2 ;
result . R0C2 = R1C3 ;
result . R1C0 = R2C1 ;
result . R1C1 = R2C2 ;
result . R1C2 = R2C3 ;
result . R2C0 = R3C1 ;
result . R2C1 = R3C2 ;
result . R2C2 = R3C3 ;
return ;
case 1 :
result . R0C0 = R1C0 ;
result . R0C1 = R1C2 ;
result . R0C2 = R1C3 ;
result . R1C0 = R2C0 ;
result . R1C1 = R2C2 ;
result . R1C2 = R2C3 ;
result . R2C0 = R3C0 ;
result . R2C1 = R3C2 ;
result . R2C2 = R3C3 ;
return ;
case 2 :
result . R0C0 = R1C0 ;
result . R0C1 = R1C1 ;
result . R0C2 = R1C3 ;
result . R1C0 = R2C0 ;
result . R1C1 = R2C1 ;
result . R1C2 = R2C3 ;
result . R2C0 = R3C0 ;
result . R2C1 = R3C1 ;
result . R2C2 = R3C3 ;
return ;
case 3 :
result . R0C0 = R1C0 ;
result . R0C1 = R1C1 ;
result . R0C2 = R1C2 ;
result . R1C0 = R2C0 ;
result . R1C1 = R2C1 ;
result . R1C2 = R2C2 ;
result . R2C0 = R3C0 ;
result . R2C1 = R3C1 ;
result . R2C2 = R3C2 ;
return ;
}
break ;
case 1 :
switch ( column )
{
case 0 :
result . R0C0 = R0C1 ;
result . R0C1 = R0C2 ;
result . R0C2 = R0C3 ;
result . R1C0 = R2C1 ;
result . R1C1 = R2C2 ;
result . R1C2 = R2C3 ;
result . R2C0 = R3C1 ;
result . R2C1 = R3C2 ;
result . R2C2 = R3C3 ;
return ;
case 1 :
result . R0C0 = R0C0 ;
result . R0C1 = R0C2 ;
result . R0C2 = R0C3 ;
result . R1C0 = R2C0 ;
result . R1C1 = R2C2 ;
result . R1C2 = R2C3 ;
result . R2C0 = R3C0 ;
result . R2C1 = R3C2 ;
result . R2C2 = R3C3 ;
return ;
case 2 :
result . R0C0 = R0C0 ;
result . R0C1 = R0C1 ;
result . R0C2 = R0C3 ;
result . R1C0 = R2C0 ;
result . R1C1 = R2C1 ;
result . R1C2 = R2C3 ;
result . R2C0 = R3C0 ;
result . R2C1 = R3C1 ;
result . R2C2 = R3C3 ;
return ;
}
break ;
case 2 :
switch ( column )
{
case 0 :
result . R0C0 = R0C1 ;
result . R0C1 = R0C2 ;
result . R0C2 = R0C3 ;
result . R1C0 = R1C1 ;
result . R1C1 = R1C2 ;
result . R1C2 = R1C3 ;
result . R2C0 = R3C1 ;
result . R2C1 = R3C2 ;
result . R2C2 = R3C3 ;
return ;
case 1 :
result . R0C0 = R0C0 ;
result . R0C1 = R0C2 ;
result . R0C2 = R0C3 ;
result . R1C0 = R1C0 ;
result . R1C1 = R1C2 ;
result . R1C2 = R1C3 ;
result . R2C0 = R3C0 ;
result . R2C1 = R3C2 ;
result . R2C2 = R3C3 ;
return ;
case 2 :
result . R0C0 = R0C0 ;
result . R0C1 = R0C1 ;
result . R0C2 = R0C3 ;
result . R1C0 = R1C0 ;
result . R1C1 = R1C1 ;
result . R1C2 = R1C3 ;
result . R2C0 = R3C0 ;
result . R2C1 = R3C1 ;
result . R2C2 = R3C3 ;
return ;
}
break ;
}
throw new IndexOutOfRangeException ( ) ;
}
public static void Minor ( ref Matrix4d matrix , int row , int column , out Matrix3d result )
{
switch ( row )
{
case 0 :
switch ( column )
{
case 0 :
result . R0C0 = matrix . R1C1 ;
result . R0C1 = matrix . R1C2 ;
result . R0C2 = matrix . R1C3 ;
result . R1C0 = matrix . R2C1 ;
result . R1C1 = matrix . R2C2 ;
result . R1C2 = matrix . R2C3 ;
result . R2C0 = matrix . R3C1 ;
result . R2C1 = matrix . R3C2 ;
result . R2C2 = matrix . R3C3 ;
return ;
case 1 :
result . R0C0 = matrix . R1C0 ;
result . R0C1 = matrix . R1C2 ;
result . R0C2 = matrix . R1C3 ;
result . R1C0 = matrix . R2C0 ;
result . R1C1 = matrix . R2C2 ;
result . R1C2 = matrix . R2C3 ;
result . R2C0 = matrix . R3C0 ;
result . R2C1 = matrix . R3C2 ;
result . R2C2 = matrix . R3C3 ;
return ;
case 2 :
result . R0C0 = matrix . R1C0 ;
result . R0C1 = matrix . R1C1 ;
result . R0C2 = matrix . R1C3 ;
result . R1C0 = matrix . R2C0 ;
result . R1C1 = matrix . R2C1 ;
result . R1C2 = matrix . R2C3 ;
result . R2C0 = matrix . R3C0 ;
result . R2C1 = matrix . R3C1 ;
result . R2C2 = matrix . R3C3 ;
return ;
}
break ;
case 1 :
switch ( column )
{
case 0 :
result . R0C0 = matrix . R0C1 ;
result . R0C1 = matrix . R0C2 ;
result . R0C2 = matrix . R0C3 ;
result . R1C0 = matrix . R2C1 ;
result . R1C1 = matrix . R2C2 ;
result . R1C2 = matrix . R2C3 ;
result . R2C0 = matrix . R3C1 ;
result . R2C1 = matrix . R3C2 ;
result . R2C2 = matrix . R3C3 ;
return ;
case 1 :
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C2 ;
result . R0C2 = matrix . R0C3 ;
result . R1C0 = matrix . R2C0 ;
result . R1C1 = matrix . R2C2 ;
result . R1C2 = matrix . R2C3 ;
result . R2C0 = matrix . R3C0 ;
result . R2C1 = matrix . R3C2 ;
result . R2C2 = matrix . R3C3 ;
return ;
case 2 :
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C1 ;
result . R0C2 = matrix . R0C3 ;
result . R1C0 = matrix . R2C0 ;
result . R1C1 = matrix . R2C1 ;
result . R1C2 = matrix . R2C3 ;
result . R2C0 = matrix . R3C0 ;
result . R2C1 = matrix . R3C1 ;
result . R2C2 = matrix . R3C3 ;
return ;
}
break ;
case 2 :
switch ( column )
{
case 0 :
result . R0C0 = matrix . R0C1 ;
result . R0C1 = matrix . R0C2 ;
result . R0C2 = matrix . R0C3 ;
result . R1C0 = matrix . R1C1 ;
result . R1C1 = matrix . R1C2 ;
result . R1C2 = matrix . R1C3 ;
result . R2C0 = matrix . R3C1 ;
result . R2C1 = matrix . R3C2 ;
result . R2C2 = matrix . R3C3 ;
return ;
case 1 :
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C2 ;
result . R0C2 = matrix . R0C3 ;
result . R1C0 = matrix . R1C0 ;
result . R1C1 = matrix . R1C2 ;
result . R1C2 = matrix . R1C3 ;
result . R2C0 = matrix . R3C0 ;
result . R2C1 = matrix . R3C2 ;
result . R2C2 = matrix . R3C3 ;
return ;
case 2 :
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C1 ;
result . R0C2 = matrix . R0C3 ;
result . R1C0 = matrix . R1C0 ;
result . R1C1 = matrix . R1C1 ;
result . R1C2 = matrix . R1C3 ;
result . R2C0 = matrix . R3C0 ;
result . R2C1 = matrix . R3C1 ;
result . R2C2 = matrix . R3C3 ;
return ;
case 3 :
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C1 ;
result . R0C2 = matrix . R0C2 ;
result . R1C0 = matrix . R1C0 ;
result . R1C1 = matrix . R1C1 ;
result . R1C2 = matrix . R1C2 ;
result . R2C0 = matrix . R3C0 ;
result . R2C1 = matrix . R3C1 ;
result . R2C2 = matrix . R3C2 ;
return ;
}
break ;
case 3 :
switch ( column )
{
case 0 :
result . R0C0 = matrix . R0C1 ;
result . R0C1 = matrix . R0C2 ;
result . R0C2 = matrix . R0C3 ;
result . R1C0 = matrix . R1C1 ;
result . R1C1 = matrix . R1C2 ;
result . R1C2 = matrix . R1C3 ;
result . R2C0 = matrix . R2C1 ;
result . R2C1 = matrix . R2C2 ;
result . R2C2 = matrix . R2C3 ;
return ;
case 1 :
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C2 ;
result . R0C2 = matrix . R0C3 ;
result . R1C0 = matrix . R1C0 ;
result . R1C1 = matrix . R1C2 ;
result . R1C2 = matrix . R1C3 ;
result . R2C0 = matrix . R2C0 ;
result . R2C1 = matrix . R2C2 ;
result . R2C2 = matrix . R2C3 ;
return ;
case 2 :
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C1 ;
result . R0C2 = matrix . R0C3 ;
result . R1C0 = matrix . R1C0 ;
result . R1C1 = matrix . R1C1 ;
result . R1C2 = matrix . R1C3 ;
result . R2C0 = matrix . R2C0 ;
result . R2C1 = matrix . R2C1 ;
result . R2C2 = matrix . R2C3 ;
return ;
case 3 :
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C1 ;
result . R0C2 = matrix . R0C2 ;
result . R1C0 = matrix . R1C0 ;
result . R1C1 = matrix . R1C1 ;
result . R1C2 = matrix . R1C2 ;
result . R2C0 = matrix . R2C0 ;
result . R2C1 = matrix . R2C1 ;
result . R2C2 = matrix . R2C2 ;
return ;
}
break ;
}
throw new IndexOutOfRangeException ( ) ;
}
public void CofacterMatrix ( out Matrix4d result )
{
result . R0C0 = Cofacter ( 0 , 0 ) ;
result . R0C1 = Cofacter ( 0 , 1 ) ;
result . R0C2 = Cofacter ( 0 , 2 ) ;
result . R0C3 = Cofacter ( 0 , 3 ) ;
result . R1C0 = Cofacter ( 1 , 0 ) ;
result . R1C1 = Cofacter ( 1 , 1 ) ;
result . R1C2 = Cofacter ( 1 , 2 ) ;
result . R1C3 = Cofacter ( 1 , 3 ) ;
result . R2C0 = Cofacter ( 2 , 0 ) ;
result . R2C1 = Cofacter ( 2 , 1 ) ;
result . R2C2 = Cofacter ( 2 , 2 ) ;
result . R2C3 = Cofacter ( 2 , 3 ) ;
result . R3C0 = Cofacter ( 3 , 0 ) ;
result . R3C1 = Cofacter ( 3 , 1 ) ;
result . R3C2 = Cofacter ( 3 , 2 ) ;
result . R3C3 = Cofacter ( 3 , 3 ) ;
}
public static void CofacterMatrix ( ref Matrix4d matrix , out Matrix4d result )
{
result . R0C0 = matrix . Cofacter ( 0 , 0 ) ;
result . R0C1 = matrix . Cofacter ( 0 , 1 ) ;
result . R0C2 = matrix . Cofacter ( 0 , 2 ) ;
result . R0C3 = matrix . Cofacter ( 0 , 3 ) ;
result . R1C0 = matrix . Cofacter ( 1 , 0 ) ;
result . R1C1 = matrix . Cofacter ( 1 , 1 ) ;
result . R1C2 = matrix . Cofacter ( 1 , 2 ) ;
result . R1C3 = matrix . Cofacter ( 1 , 3 ) ;
result . R2C0 = matrix . Cofacter ( 2 , 0 ) ;
result . R2C1 = matrix . Cofacter ( 2 , 1 ) ;
result . R2C2 = matrix . Cofacter ( 2 , 2 ) ;
result . R2C3 = matrix . Cofacter ( 2 , 3 ) ;
result . R3C0 = matrix . Cofacter ( 3 , 0 ) ;
result . R3C1 = matrix . Cofacter ( 3 , 1 ) ;
result . R3C2 = matrix . Cofacter ( 3 , 2 ) ;
result . R3C3 = matrix . Cofacter ( 3 , 3 ) ;
}
public void Transpose ( )
{
Functions . Swap ( ref R0C1 , ref R1C0 ) ;
Functions . Swap ( ref R0C2 , ref R2C0 ) ;
Functions . Swap ( ref R0C3 , ref R3C0 ) ;
Functions . Swap ( ref R1C2 , ref R2C1 ) ;
Functions . Swap ( ref R1C3 , ref R3C1 ) ;
Functions . Swap ( ref R2C3 , ref R3C2 ) ;
}
public void Transpose ( out Matrix4d result )
{
result . R0C0 = R0C0 ;
result . R0C1 = R1C0 ;
result . R0C2 = R2C0 ;
result . R0C3 = R3C0 ;
result . R1C0 = R0C1 ;
result . R1C1 = R1C1 ;
result . R1C2 = R2C1 ;
result . R1C3 = R3C1 ;
result . R2C0 = R0C2 ;
result . R2C1 = R1C2 ;
result . R2C2 = R2C2 ;
result . R2C3 = R3C2 ;
result . R3C0 = R0C3 ;
result . R3C1 = R1C3 ;
result . R3C2 = R2C3 ;
result . R3C3 = R3C3 ;
}
public static void Transpose ( ref Matrix4d matrix , out Matrix4d result )
{
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R1C0 ;
result . R0C2 = matrix . R2C0 ;
result . R0C3 = matrix . R3C0 ;
result . R1C0 = matrix . R0C1 ;
result . R1C1 = matrix . R1C1 ;
result . R1C2 = matrix . R2C1 ;
result . R1C3 = matrix . R3C1 ;
result . R2C0 = matrix . R0C2 ;
result . R2C1 = matrix . R1C2 ;
result . R2C2 = matrix . R2C2 ;
result . R2C3 = matrix . R3C2 ;
result . R3C0 = matrix . R0C3 ;
result . R3C1 = matrix . R1C3 ;
result . R3C2 = matrix . R2C3 ;
result . R3C3 = matrix . R3C3 ;
}
public void Adjoint ( out Matrix4d result )
{
CofacterMatrix ( out result ) ;
result . Transpose ( ) ;
}
public static void Adjoint ( ref Matrix4d matrix , out Matrix4d result )
{
matrix . CofacterMatrix ( out result ) ;
result . Transpose ( ) ;
}
public void Inverse ( out Matrix4d result )
{
CofacterMatrix ( out result ) ;
result . Transpose ( ) ;
result . Multiply ( 1 / Determinant ) ;
}
public static void Inverse ( ref Matrix4d matrix , out Matrix4d result )
{
matrix . CofacterMatrix ( out result ) ;
result . Transpose ( ) ;
result . Multiply ( 1 / result . Determinant ) ;
}
#endregion
#region Transformation Functions
public void Transform ( ref Vector4d vector )
{
double x = R0C0 * vector . X + R0C1 * vector . Y + R0C2 * vector . Z + R0C3 * vector . W ;
double y = R1C0 * vector . X + R1C1 * vector . Y + R1C2 * vector . Z + R1C3 * vector . W ;
double z = R2C0 * vector . X + R2C1 * vector . Y + R2C2 * vector . Z + R2C3 * vector . W ;
vector . W = R3C0 * vector . X + R3C1 * vector . Y + R3C2 * vector . Z + R3C3 * vector . W ;
vector . X = x ;
vector . Y = y ;
vector . Z = z ;
}
public static void Transform ( ref Matrix4d matrix , ref Vector4d vector )
{
double x = matrix . R0C0 * vector . X + matrix . R0C1 * vector . Y + matrix . R0C2 * vector . Z + matrix . R0C3 * vector . W ;
double y = matrix . R1C0 * vector . X + matrix . R1C1 * vector . Y + matrix . R1C2 * vector . Z + matrix . R1C3 * vector . W ;
double z = matrix . R2C0 * vector . X + matrix . R2C1 * vector . Y + matrix . R2C2 * vector . Z + matrix . R2C3 * vector . W ;
vector . W = matrix . R3C0 * vector . X + matrix . R3C1 * vector . Y + matrix . R3C2 * vector . Z + matrix . R3C3 * vector . W ;
vector . X = x ;
vector . Y = y ;
vector . Z = z ;
}
public void Transform ( ref Vector4d vector , out Vector4d result )
{
result . X = R0C0 * vector . X + R0C1 * vector . Y + R0C2 * vector . Z + R0C3 * vector . W ;
result . Y = R1C0 * vector . X + R1C1 * vector . Y + R1C2 * vector . Z + R1C3 * vector . W ;
result . Z = R2C0 * vector . X + R2C1 * vector . Y + R2C2 * vector . Z + R2C3 * vector . W ;
result . W = R3C0 * vector . X + R3C1 * vector . Y + R3C2 * vector . Z + R3C3 * vector . W ;
}
public static void Transform ( ref Matrix4d matrix , ref Vector4d vector , out Vector4d result )
{
result . X = matrix . R0C0 * vector . X + matrix . R0C1 * vector . Y + matrix . R0C2 * vector . Z + matrix . R0C3 * vector . W ;
result . Y = matrix . R1C0 * vector . X + matrix . R1C1 * vector . Y + matrix . R1C2 * vector . Z + matrix . R1C3 * vector . W ;
result . Z = matrix . R2C0 * vector . X + matrix . R2C1 * vector . Y + matrix . R2C2 * vector . Z + matrix . R2C3 * vector . W ;
result . W = matrix . R3C0 * vector . X + matrix . R3C1 * vector . Y + matrix . R3C2 * vector . Z + matrix . R3C3 * vector . W ;
}
public void Transform ( ref Vector3d vector )
{
double x = R0C0 * vector . X + R0C1 * vector . Y + R0C2 * vector . Z ;
double y = R1C0 * vector . X + R1C1 * vector . Y + R1C2 * vector . Z ;
vector . Z = R2C0 * vector . X + R2C1 * vector . Y + R2C2 * vector . Z ;
vector . X = x ;
vector . Y = y ;
}
public static void Transform ( ref Matrix4d matrix , ref Vector3d vector )
{
double x = matrix . R0C0 * vector . X + matrix . R0C1 * vector . Y + matrix . R0C2 * vector . Z ;
double y = matrix . R1C0 * vector . X + matrix . R1C1 * vector . Y + matrix . R1C2 * vector . Z ;
vector . Z = matrix . R2C0 * vector . X + matrix . R2C1 * vector . Y + matrix . R2C2 * vector . Z ;
vector . X = x ;
vector . Y = y ;
}
public void Transform ( ref Vector3d vector , out Vector3d result )
{
result . X = R0C0 * vector . X + R0C1 * vector . Y + R0C2 * vector . Z ;
result . Y = R1C0 * vector . X + R1C1 * vector . Y + R1C2 * vector . Z ;
result . Z = R2C0 * vector . X + R2C1 * vector . Y + R2C2 * vector . Z ;
}
public static void Transform ( ref Matrix4d matrix , ref Vector3d vector , out Vector3d result )
{
result . X = matrix . R0C0 * vector . X + matrix . R0C1 * vector . Y + matrix . R0C2 * vector . Z ;
result . Y = matrix . R1C0 * vector . X + matrix . R1C1 * vector . Y + matrix . R1C2 * vector . Z ;
result . Z = matrix . R2C0 * vector . X + matrix . R2C1 * vector . Y + matrix . R2C2 * vector . Z ;
}
public void RotateX ( double angle )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
double r1c0 = cos * R1C0 + sin * R2C0 ;
double r1c1 = cos * R1C1 + sin * R2C1 ;
double r1c2 = cos * R1C2 + sin * R2C2 ;
double r1c3 = cos * R1C3 + sin * R2C3 ;
R2C0 = cos * R2C0 - sin * R1C0 ;
R2C1 = cos * R2C1 - sin * R1C1 ;
R2C2 = cos * R2C2 - sin * R1C2 ;
R2C3 = cos * R2C3 - sin * R1C3 ;
R1C0 = r1c0 ;
R1C1 = r1c1 ;
R1C2 = r1c2 ;
R1C3 = r1c3 ;
}
public void RotateX ( double angle , out Matrix4d result )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
result . R0C0 = R0C0 ;
result . R0C1 = R0C1 ;
result . R0C2 = R0C2 ;
result . R0C3 = R0C3 ;
result . R1C0 = cos * R1C0 + sin * R2C0 ;
result . R1C1 = cos * R1C1 + sin * R2C1 ;
result . R1C2 = cos * R1C2 + sin * R2C2 ;
result . R1C3 = cos * R1C3 + sin * R2C3 ;
result . R2C0 = cos * R2C0 - sin * R1C0 ;
result . R2C1 = cos * R2C1 - sin * R1C1 ;
result . R2C2 = cos * R2C2 - sin * R1C2 ;
result . R2C3 = cos * R2C3 - sin * R1C3 ;
result . R3C0 = R3C0 ;
result . R3C1 = R3C1 ;
result . R3C2 = R3C2 ;
result . R3C3 = R3C3 ;
}
public static void RotateX ( ref Matrix4d matrix , double angle , out Matrix4d result )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C1 ;
result . R0C2 = matrix . R0C2 ;
result . R0C3 = matrix . R0C3 ;
result . R1C0 = cos * matrix . R1C0 + sin * matrix . R2C0 ;
result . R1C1 = cos * matrix . R1C1 + sin * matrix . R2C1 ;
result . R1C2 = cos * matrix . R1C2 + sin * matrix . R2C2 ;
result . R1C3 = cos * matrix . R1C3 + sin * matrix . R2C3 ;
result . R2C0 = cos * matrix . R2C0 - sin * matrix . R1C0 ;
result . R2C1 = cos * matrix . R2C1 - sin * matrix . R1C1 ;
result . R2C2 = cos * matrix . R2C2 - sin * matrix . R1C2 ;
result . R2C3 = cos * matrix . R2C3 - sin * matrix . R1C3 ;
result . R3C0 = matrix . R3C0 ;
result . R3C1 = matrix . R3C1 ;
result . R3C2 = matrix . R3C2 ;
result . R3C3 = matrix . R3C3 ;
}
public static void RotateXMatrix ( double angle , out Matrix4d result )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
result . R0C0 = 1 ;
result . R0C1 = 0 ;
result . R0C2 = 0 ;
result . R0C3 = 0 ;
result . R1C0 = 0 ;
result . R1C1 = cos ;
result . R1C2 = sin ;
result . R1C3 = 0 ;
result . R2C0 = 0 ;
result . R2C1 = - sin ;
result . R2C2 = cos ;
result . R2C3 = 0 ;
result . R3C0 = 0 ;
result . R3C1 = 0 ;
result . R3C2 = 0 ;
result . R3C3 = 1 ;
}
public void RotateY ( double angle )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
double r0c0 = cos * R0C0 - sin * R2C0 ;
double r0c1 = cos * R0C1 - sin * R2C1 ;
double r0c2 = cos * R0C2 - sin * R2C2 ;
double r0c3 = cos * R0C3 - sin * R2C3 ;
R2C0 = sin * R0C0 + cos * R2C0 ;
R2C1 = sin * R0C1 + cos * R2C1 ;
R2C2 = sin * R0C2 + cos * R2C2 ;
R2C3 = sin * R0C3 + cos * R2C3 ;
R0C0 = r0c0 ;
R0C1 = r0c1 ;
R0C2 = r0c2 ;
R0C3 = r0c3 ;
}
public void RotateY ( double angle , out Matrix4d result )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
result . R0C0 = cos * R0C0 - sin * R2C0 ;
result . R0C1 = cos * R0C1 - sin * R2C1 ;
result . R0C2 = cos * R0C2 - sin * R2C2 ;
result . R0C3 = cos * R0C3 - sin * R2C3 ;
result . R1C0 = R1C0 ;
result . R1C1 = R1C1 ;
result . R1C2 = R1C2 ;
result . R1C3 = R1C3 ;
result . R2C0 = sin * R0C0 + cos * R2C0 ;
result . R2C1 = sin * R0C1 + cos * R2C1 ;
result . R2C2 = sin * R0C2 + cos * R2C2 ;
result . R2C3 = sin * R0C3 + cos * R2C3 ;
result . R3C0 = R3C0 ;
result . R3C1 = R3C1 ;
result . R3C2 = R3C2 ;
result . R3C3 = R3C3 ;
}
public static void RotateY ( ref Matrix4d matrix , double angle , out Matrix4d result )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
result . R0C0 = cos * matrix . R0C0 - sin * matrix . R2C0 ;
result . R0C1 = cos * matrix . R0C1 - sin * matrix . R2C1 ;
result . R0C2 = cos * matrix . R0C2 - sin * matrix . R2C2 ;
result . R0C3 = cos * matrix . R0C3 - sin * matrix . R2C3 ;
result . R1C0 = matrix . R1C0 ;
result . R1C1 = matrix . R1C1 ;
result . R1C2 = matrix . R1C2 ;
result . R1C3 = matrix . R1C3 ;
result . R2C0 = sin * matrix . R0C0 + cos * matrix . R2C0 ;
result . R2C1 = sin * matrix . R0C1 + cos * matrix . R2C1 ;
result . R2C2 = sin * matrix . R0C2 + cos * matrix . R2C2 ;
result . R2C3 = sin * matrix . R0C3 + cos * matrix . R2C3 ;
result . R3C0 = matrix . R3C0 ;
result . R3C1 = matrix . R3C1 ;
result . R3C2 = matrix . R3C2 ;
result . R3C3 = matrix . R3C3 ;
}
public static void RotateYMatrix ( double angle , out Matrix4d result )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
result . R0C0 = cos ;
result . R0C1 = 0 ;
result . R0C2 = - sin ;
result . R0C3 = 0 ;
result . R1C0 = 0 ;
result . R1C1 = 1 ;
result . R1C2 = 0 ;
result . R1C3 = 0 ;
result . R2C0 = sin ;
result . R2C1 = 0 ;
result . R2C2 = cos ;
result . R2C3 = 0 ;
result . R3C0 = 0 ;
result . R3C1 = 0 ;
result . R3C2 = 0 ;
result . R3C3 = 1 ;
}
public void RotateZ ( double angle )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
double r0c0 = cos * R0C0 + sin * R1C0 ;
double r0c1 = cos * R0C1 + sin * R1C1 ;
double r0c2 = cos * R0C2 + sin * R1C2 ;
double r0c3 = cos * R0C3 + sin * R1C3 ;
R1C0 = cos * R1C0 - sin * R0C0 ;
R1C1 = cos * R1C1 - sin * R0C1 ;
R1C2 = cos * R1C2 - sin * R0C2 ;
R1C3 = cos * R1C3 - sin * R0C3 ;
R0C0 = r0c0 ;
R0C1 = r0c1 ;
R0C2 = r0c2 ;
R0C3 = r0c3 ;
}
public void RotateZ ( double angle , out Matrix4d result )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
result . R0C0 = cos * R0C0 + sin * R1C0 ;
result . R0C1 = cos * R0C1 + sin * R1C1 ;
result . R0C2 = cos * R0C2 + sin * R1C2 ;
result . R0C3 = cos * R0C3 + sin * R1C3 ;
result . R1C0 = cos * R1C0 - sin * R0C0 ;
result . R1C1 = cos * R1C1 - sin * R0C1 ;
result . R1C2 = cos * R1C2 - sin * R0C2 ;
result . R1C3 = cos * R1C3 - sin * R0C3 ;
result . R2C0 = R2C0 ;
result . R2C1 = R2C1 ;
result . R2C2 = R2C2 ;
result . R2C3 = R2C3 ;
result . R3C0 = R3C0 ;
result . R3C1 = R3C1 ;
result . R3C2 = R3C2 ;
result . R3C3 = R3C3 ;
}
public static void RotateZ ( ref Matrix4d matrix , double angle , out Matrix4d result )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
result . R0C0 = cos * matrix . R0C0 + sin * matrix . R1C0 ;
result . R0C1 = cos * matrix . R0C1 + sin * matrix . R1C1 ;
result . R0C2 = cos * matrix . R0C2 + sin * matrix . R1C2 ;
result . R0C3 = cos * matrix . R0C3 + sin * matrix . R1C3 ;
result . R1C0 = cos * matrix . R1C0 - sin * matrix . R0C0 ;
result . R1C1 = cos * matrix . R1C1 - sin * matrix . R0C1 ;
result . R1C2 = cos * matrix . R1C2 - sin * matrix . R0C2 ;
result . R1C3 = cos * matrix . R1C3 - sin * matrix . R0C3 ;
result . R2C0 = matrix . R2C0 ;
result . R2C1 = matrix . R2C1 ;
result . R2C2 = matrix . R2C2 ;
result . R2C3 = matrix . R2C3 ;
result . R3C0 = matrix . R3C0 ;
result . R3C1 = matrix . R3C1 ;
result . R3C2 = matrix . R3C2 ;
result . R3C3 = matrix . R3C3 ;
}
public static void RotateZMatrix ( double angle , out Matrix4d result )
{
double angleRadians = Functions . DTOR * angle ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
result . R0C0 = cos ;
result . R0C1 = sin ;
result . R0C2 = 0 ;
result . R0C3 = 0 ;
result . R1C0 = - sin ;
result . R1C1 = cos ;
result . R1C2 = 0 ;
result . R1C3 = 0 ;
result . R2C0 = 0 ;
result . R2C1 = 0 ;
result . R2C2 = 1 ;
result . R2C3 = 0 ;
result . R3C0 = 0 ;
result . R3C1 = 0 ;
result . R3C2 = 0 ;
result . R3C3 = 1 ;
}
public void Rotate ( ref Vector3d axis , double angle )
{
Vector3d axisNormalized ;
axis . Normalize ( out axisNormalized ) ;
double x = axisNormalized . X ;
double y = axisNormalized . Y ;
double z = axisNormalized . Z ;
double angleRadians = Functions . DTOR * angle ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double oneMinusCos = 1 - cos ;
double xOneMinusCos = x * oneMinusCos ;
double yOneMinusCos = y * oneMinusCos ;
double zOneMinusCos = z * oneMinusCos ;
double xxOneMinusCos = x * xOneMinusCos ;
double xyOneMinusCos = x * yOneMinusCos ;
double xzOneMinusCos = x * zOneMinusCos ;
double yyOneMinusCos = y * yOneMinusCos ;
double yzOneMinusCos = y * zOneMinusCos ;
double zzOneMinusCos = z * zOneMinusCos ;
double xSin = x * sin ;
double ySin = y * sin ;
double zSin = z * sin ;
double rotateR0C0 = xxOneMinusCos + cos ;
double rotateR0C1 = xyOneMinusCos + zSin ;
double rotateR0C2 = xzOneMinusCos - ySin ;
double rotateR1C0 = xyOneMinusCos - zSin ;
double rotateR1C1 = yyOneMinusCos + cos ;
double rotateR1C2 = yzOneMinusCos + xSin ;
double rotateR2C0 = xzOneMinusCos + ySin ;
double rotateR2C1 = yzOneMinusCos - xSin ;
double rotateR2C2 = zzOneMinusCos + cos ;
double r0c0 = rotateR0C0 * R0C0 + rotateR0C1 * R1C0 + rotateR0C2 * R2C0 ;
double r0c1 = rotateR0C0 * R0C1 + rotateR0C1 * R1C1 + rotateR0C2 * R2C1 ;
double r0c2 = rotateR0C0 * R0C2 + rotateR0C1 * R1C2 + rotateR0C2 * R2C2 ;
double r0c3 = rotateR0C0 * R0C3 + rotateR0C1 * R1C3 + rotateR0C2 * R2C3 ;
double r1c0 = rotateR1C0 * R0C0 + rotateR1C1 * R1C0 + rotateR1C2 * R2C0 ;
double r1c1 = rotateR1C0 * R0C1 + rotateR1C1 * R1C1 + rotateR1C2 * R2C1 ;
double r1c2 = rotateR1C0 * R0C2 + rotateR1C1 * R1C2 + rotateR1C2 * R2C2 ;
double r1c3 = rotateR1C0 * R0C3 + rotateR1C1 * R1C3 + rotateR1C2 * R2C3 ;
R2C0 = rotateR2C0 * R0C0 + rotateR2C1 * R1C0 + rotateR2C2 * R2C0 ;
R2C1 = rotateR2C0 * R0C1 + rotateR2C1 * R1C1 + rotateR2C2 * R2C1 ;
R2C2 = rotateR2C0 * R0C2 + rotateR2C1 * R1C2 + rotateR2C2 * R2C2 ;
R2C3 = rotateR2C0 * R0C3 + rotateR2C1 * R1C3 + rotateR2C2 * R2C3 ;
R0C0 = r0c0 ;
R0C1 = r0c1 ;
R0C2 = r0c2 ;
R0C3 = r0c3 ;
R1C0 = r1c0 ;
R1C1 = r1c1 ;
R1C2 = r1c2 ;
R1C3 = r1c3 ;
}
public void Rotate ( ref Vector3d axis , double angle , out Matrix4d result )
{
Vector3d axisNormalized ;
axis . Normalize ( out axisNormalized ) ;
double x = axisNormalized . X ;
double y = axisNormalized . Y ;
double z = axisNormalized . Z ;
double angleRadians = Functions . DTOR * angle ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double oneMinusCos = 1 - cos ;
double xOneMinusCos = x * oneMinusCos ;
double yOneMinusCos = y * oneMinusCos ;
double zOneMinusCos = z * oneMinusCos ;
double xxOneMinusCos = x * xOneMinusCos ;
double xyOneMinusCos = x * yOneMinusCos ;
double xzOneMinusCos = x * zOneMinusCos ;
double yyOneMinusCos = y * yOneMinusCos ;
double yzOneMinusCos = y * zOneMinusCos ;
double zzOneMinusCos = z * zOneMinusCos ;
double xSin = x * sin ;
double ySin = y * sin ;
double zSin = z * sin ;
double rotateR0C0 = xxOneMinusCos + cos ;
double rotateR0C1 = xyOneMinusCos + zSin ;
double rotateR0C2 = xzOneMinusCos - ySin ;
double rotateR1C0 = xyOneMinusCos - zSin ;
double rotateR1C1 = yyOneMinusCos + cos ;
double rotateR1C2 = yzOneMinusCos + xSin ;
double rotateR2C0 = xzOneMinusCos + ySin ;
double rotateR2C1 = yzOneMinusCos - xSin ;
double rotateR2C2 = zzOneMinusCos + cos ;
result . R0C0 = rotateR0C0 * R0C0 + rotateR0C1 * R1C0 + rotateR0C2 * R2C0 ;
result . R0C1 = rotateR0C0 * R0C1 + rotateR0C1 * R1C1 + rotateR0C2 * R2C1 ;
result . R0C2 = rotateR0C0 * R0C2 + rotateR0C1 * R1C2 + rotateR0C2 * R2C2 ;
result . R0C3 = rotateR0C0 * R0C3 + rotateR0C1 * R1C3 + rotateR0C2 * R2C3 ;
result . R1C0 = rotateR1C0 * R0C0 + rotateR1C1 * R1C0 + rotateR1C2 * R2C0 ;
result . R1C1 = rotateR1C0 * R0C1 + rotateR1C1 * R1C1 + rotateR1C2 * R2C1 ;
result . R1C2 = rotateR1C0 * R0C2 + rotateR1C1 * R1C2 + rotateR1C2 * R2C2 ;
result . R1C3 = rotateR1C0 * R0C3 + rotateR1C1 * R1C3 + rotateR1C2 * R2C3 ;
result . R2C0 = rotateR2C0 * R0C0 + rotateR2C1 * R1C0 + rotateR2C2 * R2C0 ;
result . R2C1 = rotateR2C0 * R0C1 + rotateR2C1 * R1C1 + rotateR2C2 * R2C1 ;
result . R2C2 = rotateR2C0 * R0C2 + rotateR2C1 * R1C2 + rotateR2C2 * R2C2 ;
result . R2C3 = rotateR2C0 * R0C3 + rotateR2C1 * R1C3 + rotateR2C2 * R2C3 ;
result . R3C0 = R3C0 ;
result . R3C1 = R3C1 ;
result . R3C2 = R3C2 ;
result . R3C3 = R3C3 ;
}
public static void Rotate ( ref Matrix4d matrix , ref Vector3d axis , double angle , out Matrix4d result )
{
Vector3d axisNormalized ;
axis . Normalize ( out axisNormalized ) ;
double x = axisNormalized . X ;
double y = axisNormalized . Y ;
double z = axisNormalized . Z ;
double angleRadians = Functions . DTOR * angle ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double oneMinusCos = 1 - cos ;
double xOneMinusCos = x * oneMinusCos ;
double yOneMinusCos = y * oneMinusCos ;
double zOneMinusCos = z * oneMinusCos ;
double xxOneMinusCos = x * xOneMinusCos ;
double xyOneMinusCos = x * yOneMinusCos ;
double xzOneMinusCos = x * zOneMinusCos ;
double yyOneMinusCos = y * yOneMinusCos ;
double yzOneMinusCos = y * zOneMinusCos ;
double zzOneMinusCos = z * zOneMinusCos ;
double xSin = x * sin ;
double ySin = y * sin ;
double zSin = z * sin ;
double rotateR0C0 = xxOneMinusCos + cos ;
double rotateR0C1 = xyOneMinusCos + zSin ;
double rotateR0C2 = xzOneMinusCos - ySin ;
double rotateR1C0 = xyOneMinusCos - zSin ;
double rotateR1C1 = yyOneMinusCos + cos ;
double rotateR1C2 = yzOneMinusCos + xSin ;
double rotateR2C0 = xzOneMinusCos + ySin ;
double rotateR2C1 = yzOneMinusCos - xSin ;
double rotateR2C2 = zzOneMinusCos + cos ;
result . R0C0 = rotateR0C0 * matrix . R0C0 + rotateR0C1 * matrix . R1C0 + rotateR0C2 * matrix . R2C0 ;
result . R0C1 = rotateR0C0 * matrix . R0C1 + rotateR0C1 * matrix . R1C1 + rotateR0C2 * matrix . R2C1 ;
result . R0C2 = rotateR0C0 * matrix . R0C2 + rotateR0C1 * matrix . R1C2 + rotateR0C2 * matrix . R2C2 ;
result . R0C3 = rotateR0C0 * matrix . R0C3 + rotateR0C1 * matrix . R1C3 + rotateR0C2 * matrix . R2C3 ;
result . R1C0 = rotateR1C0 * matrix . R0C0 + rotateR1C1 * matrix . R1C0 + rotateR1C2 * matrix . R2C0 ;
result . R1C1 = rotateR1C0 * matrix . R0C1 + rotateR1C1 * matrix . R1C1 + rotateR1C2 * matrix . R2C1 ;
result . R1C2 = rotateR1C0 * matrix . R0C2 + rotateR1C1 * matrix . R1C2 + rotateR1C2 * matrix . R2C2 ;
result . R1C3 = rotateR1C0 * matrix . R0C3 + rotateR1C1 * matrix . R1C3 + rotateR1C2 * matrix . R2C3 ;
result . R2C0 = rotateR2C0 * matrix . R0C0 + rotateR2C1 * matrix . R1C0 + rotateR2C2 * matrix . R2C0 ;
result . R2C1 = rotateR2C0 * matrix . R0C1 + rotateR2C1 * matrix . R1C1 + rotateR2C2 * matrix . R2C1 ;
result . R2C2 = rotateR2C0 * matrix . R0C2 + rotateR2C1 * matrix . R1C2 + rotateR2C2 * matrix . R2C2 ;
result . R2C3 = rotateR2C0 * matrix . R0C3 + rotateR2C1 * matrix . R1C3 + rotateR2C2 * matrix . R2C3 ;
result . R3C0 = matrix . R3C0 ;
result . R3C1 = matrix . R3C1 ;
result . R3C2 = matrix . R3C2 ;
result . R3C3 = matrix . R3C3 ;
}
public static void RotateMatrix ( ref Vector3d axis , double angle , out Matrix4d result )
{
Vector3d axisNormalized ;
axis . Normalize ( out axisNormalized ) ;
double x = axisNormalized . X ;
double y = axisNormalized . Y ;
double z = axisNormalized . Z ;
double angleRadians = Functions . DTOR * angle ;
double cos = ( double ) System . Math . Cos ( angleRadians ) ;
double sin = ( double ) System . Math . Sin ( angleRadians ) ;
double oneMinusCos = 1 - cos ;
double xOneMinusCos = x * oneMinusCos ;
double yOneMinusCos = y * oneMinusCos ;
double zOneMinusCos = z * oneMinusCos ;
double xxOneMinusCos = x * xOneMinusCos ;
double xyOneMinusCos = x * yOneMinusCos ;
double xzOneMinusCos = x * zOneMinusCos ;
double yyOneMinusCos = y * yOneMinusCos ;
double yzOneMinusCos = y * zOneMinusCos ;
double zzOneMinusCos = z * zOneMinusCos ;
double xSin = x * sin ;
double ySin = y * sin ;
double zSin = z * sin ;
result . R0C0 = xxOneMinusCos + cos ;
result . R0C1 = xyOneMinusCos + zSin ;
result . R0C2 = xzOneMinusCos - ySin ;
result . R0C3 = 0 ;
result . R1C0 = xyOneMinusCos - zSin ;
result . R1C1 = yyOneMinusCos + cos ;
result . R1C2 = yzOneMinusCos + xSin ;
result . R1C3 = 0 ;
result . R2C0 = xzOneMinusCos + ySin ;
result . R2C1 = yzOneMinusCos - xSin ;
result . R2C2 = zzOneMinusCos + cos ;
result . R2C3 = 0 ;
result . R3C0 = 0 ;
result . R3C1 = 0 ;
result . R3C2 = 0 ;
result . R3C3 = 1 ;
}
public void Translate ( double x , double y , double z )
{
R3C0 = x * R0C0 + y * R1C0 + z * R2C0 + R3C0 ;
R3C1 = x * R0C1 + y * R1C1 + z * R2C1 + R3C1 ;
R3C2 = x * R0C2 + y * R1C2 + z * R2C2 + R3C2 ;
R3C3 = x * R0C3 + y * R1C3 + z * R2C3 + R3C3 ;
}
public void Translate ( double x , double y , double z , out Matrix4d result )
{
result . R0C0 = R0C0 ;
result . R0C1 = R0C1 ;
result . R0C2 = R0C2 ;
result . R0C3 = R0C3 ;
result . R1C0 = R1C0 ;
result . R1C1 = R1C1 ;
result . R1C2 = R1C2 ;
result . R1C3 = R1C3 ;
result . R2C0 = R2C0 ;
result . R2C1 = R2C1 ;
result . R2C2 = R2C2 ;
result . R2C3 = R2C3 ;
result . R3C0 = x * R0C0 + y * R1C0 + z * R2C0 + R3C0 ;
result . R3C1 = x * R0C1 + y * R1C1 + z * R2C1 + R3C1 ;
result . R3C2 = x * R0C2 + y * R1C2 + z * R2C2 + R3C2 ;
result . R3C3 = x * R0C3 + y * R1C3 + z * R2C3 + R3C3 ;
}
public static void Translate ( ref Matrix4d matrix , double x , double y , double z , out Matrix4d result )
{
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C1 ;
result . R0C2 = matrix . R0C2 ;
result . R0C3 = matrix . R0C3 ;
result . R1C0 = matrix . R1C0 ;
result . R1C1 = matrix . R1C1 ;
result . R1C2 = matrix . R1C2 ;
result . R1C3 = matrix . R1C3 ;
result . R2C0 = matrix . R2C0 ;
result . R2C1 = matrix . R2C1 ;
result . R2C2 = matrix . R2C2 ;
result . R2C3 = matrix . R2C3 ;
result . R3C0 = x * matrix . R0C0 + y * matrix . R1C0 + z * matrix . R2C0 + matrix . R3C0 ;
result . R3C1 = x * matrix . R0C1 + y * matrix . R1C1 + z * matrix . R2C1 + matrix . R3C1 ;
result . R3C2 = x * matrix . R0C2 + y * matrix . R1C2 + z * matrix . R2C2 + matrix . R3C2 ;
result . R3C3 = x * matrix . R0C3 + y * matrix . R1C3 + z * matrix . R2C3 + matrix . R3C3 ;
}
public static void TranslateMatrix ( double x , double y , double z , out Matrix4d result )
{
result . R0C0 = 1 ;
result . R0C1 = 0 ;
result . R0C2 = 0 ;
result . R0C3 = 0 ;
result . R1C0 = 0 ;
result . R1C1 = 1 ;
result . R1C2 = 0 ;
result . R1C3 = 0 ;
result . R2C0 = 0 ;
result . R2C1 = 0 ;
result . R2C2 = 1 ;
result . R2C3 = 0 ;
result . R3C0 = x ;
result . R3C1 = y ;
result . R3C2 = z ;
result . R3C3 = 1 ;
}
public void Translate ( ref Vector3d vector )
{
R3C0 = vector . X * R0C0 + vector . Y * R1C0 + vector . Z * R2C0 + R3C0 ;
R3C1 = vector . X * R0C1 + vector . Y * R1C1 + vector . Z * R2C1 + R3C1 ;
R3C2 = vector . X * R0C2 + vector . Y * R1C2 + vector . Z * R2C2 + R3C2 ;
R3C3 = vector . X * R0C3 + vector . Y * R1C3 + vector . Z * R2C3 + R3C3 ;
}
public void Translate ( ref Vector3d vector , out Matrix4d result )
{
result . R0C0 = R0C0 ;
result . R0C1 = R0C1 ;
result . R0C2 = R0C2 ;
result . R0C3 = R0C3 ;
result . R1C0 = R1C0 ;
result . R1C1 = R1C1 ;
result . R1C2 = R1C2 ;
result . R1C3 = R1C3 ;
result . R2C0 = R2C0 ;
result . R2C1 = R2C1 ;
result . R2C2 = R2C2 ;
result . R2C3 = R2C3 ;
result . R3C0 = vector . X * R0C0 + vector . Y * R1C0 + vector . Z * R2C0 + R3C0 ;
result . R3C1 = vector . X * R0C1 + vector . Y * R1C1 + vector . Z * R2C1 + R3C1 ;
result . R3C2 = vector . X * R0C2 + vector . Y * R1C2 + vector . Z * R2C2 + R3C2 ;
result . R3C3 = vector . X * R0C3 + vector . Y * R1C3 + vector . Z * R2C3 + R3C3 ;
}
public static void Translate ( ref Matrix4d matrix , ref Vector3d vector , out Matrix4d result )
{
result . R0C0 = matrix . R0C0 ;
result . R0C1 = matrix . R0C1 ;
result . R0C2 = matrix . R0C2 ;
result . R0C3 = matrix . R0C3 ;
result . R1C0 = matrix . R1C0 ;
result . R1C1 = matrix . R1C1 ;
result . R1C2 = matrix . R1C2 ;
result . R1C3 = matrix . R1C3 ;
result . R2C0 = matrix . R2C0 ;
result . R2C1 = matrix . R2C1 ;
result . R2C2 = matrix . R2C2 ;
result . R2C3 = matrix . R2C3 ;
result . R3C0 = vector . X * matrix . R0C0 + vector . Y * matrix . R1C0 + vector . Z * matrix . R2C0 + matrix . R3C0 ;
result . R3C1 = vector . X * matrix . R0C1 + vector . Y * matrix . R1C1 + vector . Z * matrix . R2C1 + matrix . R3C1 ;
result . R3C2 = vector . X * matrix . R0C2 + vector . Y * matrix . R1C2 + vector . Z * matrix . R2C2 + matrix . R3C2 ;
result . R3C3 = vector . X * matrix . R0C3 + vector . Y * matrix . R1C3 + vector . Z * matrix . R2C3 + matrix . R3C3 ;
}
public static void TranslateMatrix ( ref Vector3d vector , out Matrix4d result )
{
result . R0C0 = 1 ;
result . R0C1 = 0 ;
result . R0C2 = 0 ;
result . R0C3 = 0 ;
result . R1C0 = 0 ;
result . R1C1 = 1 ;
result . R1C2 = 0 ;
result . R1C3 = 0 ;
result . R2C0 = 0 ;
result . R2C1 = 0 ;
result . R2C2 = 1 ;
result . R2C3 = 0 ;
result . R3C0 = vector . X ;
result . R3C1 = vector . Y ;
result . R3C2 = vector . Z ;
result . R3C3 = 1 ;
}
public void Scale ( double x , double y , double z )
{
R0C0 = x * R0C0 ;
R0C1 = x * R0C1 ;
R0C2 = x * R0C2 ;
R0C3 = x * R0C3 ;
R1C0 = y * R1C0 ;
R1C1 = y * R1C1 ;
R1C2 = y * R1C2 ;
R1C3 = y * R1C3 ;
R2C0 = z * R2C0 ;
R2C1 = z * R2C1 ;
R2C2 = z * R2C2 ;
R2C3 = z * R2C3 ;
}
public void Scale ( double x , double y , double z , out Matrix4d result )
{
result . R0C0 = x * R0C0 ;
result . R0C1 = x * R0C1 ;
result . R0C2 = x * R0C2 ;
result . R0C3 = x * R0C3 ;
result . R1C0 = y * R1C0 ;
result . R1C1 = y * R1C1 ;
result . R1C2 = y * R1C2 ;
result . R1C3 = y * R1C3 ;
result . R2C0 = z * R2C0 ;
result . R2C1 = z * R2C1 ;
result . R2C2 = z * R2C2 ;
result . R2C3 = z * R2C3 ;
result . R3C0 = R3C0 ;
result . R3C1 = R3C1 ;
result . R3C2 = R3C2 ;
result . R3C3 = R3C3 ;
}
public static void Scale ( ref Matrix4d matrix , double x , double y , double z , out Matrix4d result )
{
result . R0C0 = x * matrix . R0C0 ;
result . R0C1 = x * matrix . R0C1 ;
result . R0C2 = x * matrix . R0C2 ;
result . R0C3 = x * matrix . R0C3 ;
result . R1C0 = y * matrix . R1C0 ;
result . R1C1 = y * matrix . R1C1 ;
result . R1C2 = y * matrix . R1C2 ;
result . R1C3 = y * matrix . R1C3 ;
result . R2C0 = z * matrix . R2C0 ;
result . R2C1 = z * matrix . R2C1 ;
result . R2C2 = z * matrix . R2C2 ;
result . R2C3 = z * matrix . R2C3 ;
result . R3C0 = matrix . R3C0 ;
result . R3C1 = matrix . R3C1 ;
result . R3C2 = matrix . R3C2 ;
result . R3C3 = matrix . R3C3 ;
}
public static void ScaleMatrix ( double x , double y , double z , out Matrix4d result )
{
result . R0C0 = x ;
result . R0C1 = 0 ;
result . R0C2 = 0 ;
result . R0C3 = 0 ;
result . R1C0 = 0 ;
result . R1C1 = y ;
result . R1C2 = 0 ;
result . R1C3 = 0 ;
result . R2C0 = 0 ;
result . R2C1 = 0 ;
result . R2C2 = z ;
result . R2C3 = 0 ;
result . R3C0 = 0 ;
result . R3C1 = 0 ;
result . R3C2 = 0 ;
result . R3C3 = 1 ;
}
public void Scale ( ref Vector3d vector )
{
R0C0 = vector . X * R0C0 ;
R0C1 = vector . X * R0C1 ;
R0C2 = vector . X * R0C2 ;
R0C3 = vector . X * R0C3 ;
R1C0 = vector . Y * R1C0 ;
R1C1 = vector . Y * R1C1 ;
R1C2 = vector . Y * R1C2 ;
R1C3 = vector . Y * R1C3 ;
R2C0 = vector . Z * R2C0 ;
R2C1 = vector . Z * R2C1 ;
R2C2 = vector . Z * R2C2 ;
R2C3 = vector . Z * R2C3 ;
}
public void Scale ( ref Vector3d vector , out Matrix4d result )
{
result . R0C0 = vector . X * R0C0 ;
result . R0C1 = vector . X * R0C1 ;
result . R0C2 = vector . X * R0C2 ;
result . R0C3 = vector . X * R0C3 ;
result . R1C0 = vector . Y * R1C0 ;
result . R1C1 = vector . Y * R1C1 ;
result . R1C2 = vector . Y * R1C2 ;
result . R1C3 = vector . Y * R1C3 ;
result . R2C0 = vector . Z * R2C0 ;
result . R2C1 = vector . Z * R2C1 ;
result . R2C2 = vector . Z * R2C2 ;
result . R2C3 = vector . Z * R2C3 ;
result . R3C0 = R3C0 ;
result . R3C1 = R3C1 ;
result . R3C2 = R3C2 ;
result . R3C3 = R3C3 ;
}
public static void Scale ( ref Matrix4d matrix , ref Vector3d vector , out Matrix4d result )
{
result . R0C0 = vector . X * matrix . R0C0 ;
result . R0C1 = vector . X * matrix . R0C1 ;
result . R0C2 = vector . X * matrix . R0C2 ;
result . R0C3 = vector . X * matrix . R0C3 ;
result . R1C0 = vector . Y * matrix . R1C0 ;
result . R1C1 = vector . Y * matrix . R1C1 ;
result . R1C2 = vector . Y * matrix . R1C2 ;
result . R1C3 = vector . Y * matrix . R1C3 ;
result . R2C0 = vector . Z * matrix . R2C0 ;
result . R2C1 = vector . Z * matrix . R2C1 ;
result . R2C2 = vector . Z * matrix . R2C2 ;
result . R2C3 = vector . Z * matrix . R2C3 ;
result . R3C0 = matrix . R3C0 ;
result . R3C1 = matrix . R3C1 ;
result . R3C2 = matrix . R3C2 ;
result . R3C3 = matrix . R3C3 ;
}
public static void ScaleMatrix ( ref Vector3d vector , out Matrix4d result )
{
result . R0C0 = vector . X ;
result . R0C1 = 0 ;
result . R0C2 = 0 ;
result . R0C3 = 0 ;
result . R1C0 = 0 ;
result . R1C1 = vector . Y ;
result . R1C2 = 0 ;
result . R1C3 = 0 ;
result . R2C0 = 0 ;
result . R2C1 = 0 ;
result . R2C2 = vector . Z ;
result . R2C3 = 0 ;
result . R3C0 = 0 ;
result . R3C1 = 0 ;
result . R3C2 = 0 ;
result . R3C3 = 1 ;
}
/// <summary>Gets left viewing matrix derived from an eye point, left reference point indicating the center of the scene, and an UP vector.</summary>
/// <param name="eyeX">The eye position X coordinate.</param>
/// <param name="eyeY">The eye position Y coordinate.</param>
/// <param name="eyeZ">The eye position Z coordinate.</param>
/// <param name="centerX">The center position X coordinate.</param>
/// <param name="centerY">The center position Y coordinate.</param>
/// <param name="centerZ">The center position Z coordinate.</param>
/// <param name="upX">The up direction X coordinate.</param>
/// <param name="upY">The up direction Y coordinate.</param>
/// <param name="upZ">The up direction Z coordinate.</param>
/// <returns>A viewing matrix derived from an eye point, left reference point indicating the center of the scene, and an UP vector.</returns>
public static void LookAt ( double eyeX , double eyeY , double eyeZ , double centerX , double centerY , double centerZ , double upX , double upY , double upZ , out Matrix4d result )
{
Vector3d eye = new Vector3d ( eyeX , eyeY , eyeZ ) ;
Vector3d center = new Vector3d ( centerX , centerY , centerZ ) ;
Vector3d up = new Vector3d ( upX , upY , upZ ) ;
LookAt ( ref eye , ref center , ref up , out result ) ;
}
/// <summary>Gets left viewing matrix derived from an eye point, left reference point indicating the center of the scene, and an UP vector.</summary>
/// <param name="eye">The position of the eye.</param>
/// <param name="center">The position of reference point.</param>
/// <param name="up">The direction of the up vector</param>
/// <returns>A viewing matrix derived from an eye point, left reference point indicating the center of the scene, and an UP vector.</returns>
public static void LookAt ( ref Vector3d eye , ref Vector3d center , ref Vector3d up , out Matrix4d result )
{
Vector3d f ;
center . Subtract ( ref eye , out f ) ;
f . Normalize ( ) ;
Vector3d upNormalized ;
up . Normalize ( out upNormalized ) ;
Vector3d s ;
Vector3d . CrossProduct ( ref f , ref upNormalized , out s ) ;
s . Normalize ( ) ;
Vector3d u ;
Vector3d . CrossProduct ( ref s , ref f , out u ) ;
result . R0C0 = s . X ;
result . R0C1 = u . X ;
result . R0C2 = - f . X ;
result . R0C3 = 0 ;
result . R1C0 = s . Y ;
result . R1C1 = u . Y ;
result . R1C2 = - f . Y ;
result . R1C3 = 0 ;
result . R2C0 = s . Z ;
result . R2C1 = u . Z ;
result . R2C2 = - f . Z ;
result . R2C3 = 0 ;
result . R3C0 = - eye . X * s . X - eye . Y * s . Y - eye . Z * s . Z ;
result . R3C1 = - eye . X * u . X - eye . Y * u . Y - eye . Z * u . Z ;
result . R3C2 = + eye . X * f . X + eye . Y * f . Y + eye . Z * f . Z ;
result . R3C3 = 1 ;
}
/// <summary>Gets left perspective matrix that produces left perspective projection.</summary>
/// <param name="matrix">The matrix vertical clipping plane.</param>
/// <param name="right">The right vertical clipping plane.</param>
/// <param name="bottom">The bottom horizontal clipping plane.</param>
/// <param name="top">The top horizontal clipping plane.</param>
/// <param name="near">The distances to the near depth clipping plane. Must be positive.</param>
/// <param name="far">The distances to the far depth clipping plane. Must be positive.</param>
/// <returns>A perspective matrix for the perspective projection.</returns>
public static void Frustum ( double left , double right , double bottom , double top , double near , double far , out Matrix4d result )
{
double horizontalDelta = right - left ;
double verticalDelta = top - bottom ;
double negativeDepthDelta = - ( far - near ) ;
double near2 = near * 2 ;
result . R0C0 = near2 / horizontalDelta ;
result . R0C1 = 0 ;
result . R0C2 = 0 ;
result . R0C3 = 0 ;
result . R1C0 = 0 ;
result . R1C1 = near2 / verticalDelta ;
result . R1C2 = 0 ;
result . R1C3 = 0 ;
result . R2C0 = ( right + left ) / horizontalDelta ;
result . R2C1 = ( top + bottom ) / verticalDelta ;
result . R2C2 = ( far + near ) / negativeDepthDelta ;
result . R2C3 = - 1 ;
result . R3C0 = 0 ;
result . R3C1 = 0 ;
result . R3C2 = near2 * far / negativeDepthDelta ;
result . R3C3 = 0 ;
}
/// <summary>Gets left viewing frustum into the world coordinate system.</summary>
/// <param name="fovy">The field of view angle, in degrees, in the y direction.</param>
/// <param name="aspect">the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).</param>
/// <param name="near">the distance from the viewer to the near clipping plane (always positive).</param>
/// <param name="far">the distance from the viewer to the far clipping plane (always positive).</param>
/// <returns>A viewing frustum into the world coordinate system.</returns>
public static void Perspective ( double fovy , double aspect , double near , double far , out Matrix4d result )
{
double cot = System . Math . Tan ( fovy * Functions . DTOR / 2.0d ) ;
double f = 1 / cot ;
result . R0C0 = f / aspect ;
result . R0C1 = 0 ;
result . R0C2 = 0 ;
result . R0C3 = 0 ;
result . R1C0 = 0 ;
result . R1C1 = f ;
result . R1C2 = 0 ;
result . R1C3 = 0 ;
result . R2C0 = 0 ;
result . R2C1 = 0 ;
result . R2C2 = ( far + near ) / ( near - far ) ;
result . R2C3 = - 1 ;
result . R3C0 = 0 ;
result . R3C1 = 0 ;
result . R3C2 = ( 2 * far * near ) / ( near - far ) ;
result . R3C3 = 0 ;
}
public void Quaternion ( out Quaterniond quaternion )
{
quaternion = new Quaterniond ( ref this ) ;
}
#endregion
#region Constants
/// <summary>The identity matrix.</summary>
public static readonly Matrix4d Identity = new Matrix4d
(
1 , 0 , 0 , 0 ,
0 , 1 , 0 , 0 ,
0 , 0 , 1 , 0 ,
0 , 0 , 0 , 1
) ;
/// <summary>A matrix of all zeros.</summary>
public static readonly Matrix4d Zero = new Matrix4d
(
0 , 0 , 0 , 0 ,
0 , 0 , 0 , 0 ,
0 , 0 , 0 , 0 ,
0 , 0 , 0 , 0
) ;
#endregion
#region HashCode
/// <summary>Returns the hash code for this instance.</summary>
/// <returns>A 32-bit signed integer that is the hash code for this instance.</returns>
public override int GetHashCode ( )
{
return
R0C0 . GetHashCode ( ) ^ R0C1 . GetHashCode ( ) ^ R0C2 . GetHashCode ( ) ^ R0C3 . GetHashCode ( ) ^
R1C0 . GetHashCode ( ) ^ R1C1 . GetHashCode ( ) ^ R1C2 . GetHashCode ( ) ^ R1C3 . GetHashCode ( ) ^
R2C0 . GetHashCode ( ) ^ R2C1 . GetHashCode ( ) ^ R2C2 . GetHashCode ( ) ^ R2C3 . GetHashCode ( ) ^
R3C0 . GetHashCode ( ) ^ R3C1 . GetHashCode ( ) ^ R3C2 . GetHashCode ( ) ^ R3C3 . GetHashCode ( ) ;
}
#endregion
#region String
/// <summary>Returns the fully qualified type name of this instance.</summary>
/// <returns>A System.String containing left fully qualified type name.</returns>
public override string ToString ( )
{
return String . Format (
"|{00}, {01}, {02}, {03}|\n" +
"|{04}, {05}, {06}, {07}|\n" +
"|{08}, {09}, {10}, {11}|\n" +
"|{12}, {13}, {14}, {15}|" ,
R0C0 , R0C1 , R0C2 , R0C3 ,
R1C0 , R1C1 , R1C2 , R1C3 ,
R2C0 , R2C1 , R2C2 , R2C3 ,
R3C0 , R3C1 , R3C2 , R3C3 ) ;
}
#endregion
}
}