diff --git a/Source/OpenTK/Math/Matrix2d.cs b/Source/OpenTK/Math/Matrix2d.cs
index beef7a28..aefef23d 100644
--- a/Source/OpenTK/Math/Matrix2d.cs
+++ b/Source/OpenTK/Math/Matrix2d.cs
@@ -27,717 +27,717 @@ using System.Runtime.InteropServices;
namespace OpenTK
{
- ///
- /// Represents a 2x2 matrix
- ///
- public struct Matrix2d : IEquatable
- {
- #region Fields
-
- ///
- /// Top row of the matrix.
- ///
- public Vector2d Row0;
-
- ///
- /// Bottom row of the matrix.
- ///
- public Vector2d Row1;
-
- ///
- /// The identity matrix.
- ///
- public static readonly Matrix2d Identity = new Matrix2d(Vector2d.UnitX, Vector2d.UnitY);
-
- ///
- /// The zero matrix.
- ///
- public static readonly Matrix2d Zero = new Matrix2d(Vector2d.Zero, Vector2d.Zero);
-
- #endregion
-
- #region Constructors
-
- ///
- /// Constructs a new instance.
- ///
- /// Top row of the matrix.
- /// Bottom row of the matrix.
- public Matrix2d(Vector2d row0, Vector2d row1)
- {
- Row0 = row0;
- Row1 = row1;
- }
-
- ///
- /// Constructs a new instance
- ///
- /// First item of the first row of the matrix.
- /// Second item of the first row of the matrix.
- /// First item of the second row of the matrix.
- /// Second item of the second row of the matrix.
- public Matrix2d(
- double m00, double m01,
- double m10, double m11)
- {
- Row0 = new Vector2d(m00, m01);
- Row1 = new Vector2d(m10, m11);
- }
-
- #endregion
-
- #region Public Members
-
- #region Properties
-
- ///
- /// Gets the determinant of this matrix.
- ///
- public double Determinant
- {
- get
- {
- double m11 = Row0.X, m12 = Row0.Y,
- m21 = Row1.X, m22 = Row1.Y;
-
- return m11 * m22 - m12 * m21;
- }
- }
-
- ///
- /// Gets or sets the first column of this matrix.
- ///
- public Vector2d Column0
- {
- get { return new Vector2d(Row0.X, Row1.X); }
- set { Row0.X = value.X; Row1.X = value.Y; }
- }
-
- ///
- /// Gets or sets the second column of this matrix.
- ///
- public Vector2d Column1
- {
- get { return new Vector2d(Row0.Y, Row1.Y); }
- set { Row0.Y = value.X; Row1.Y = value.Y; }
- }
-
- ///
- /// Gets or sets the value at row 1, column 1 of this instance.
- ///
- public double M11 { get { return Row0.X; } set { Row0.X = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 2 of this instance.
- ///
- public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 1 of this instance.
- ///
- public double M21 { get { return Row1.X; } set { Row1.X = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 2 of this instance.
- ///
- public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
-
- #endregion
-
- #region Indexers
-
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public double this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
-
- #endregion
-
- #region Instance
-
- #region public void Transpose()
-
- ///
- /// Converts this instance to it's transpose.
- ///
- public void Transpose()
- {
- this = Matrix2d.Transpose(this);
- }
-
- #endregion
-
- #region public void Invert()
-
- ///
- /// Converts this instance into its inverse.
- ///
- public void Invert()
- {
- this = Matrix2d.Invert(this);
- }
-
- #endregion
-
- #endregion
-
- #region Static
-
- #region CreateRotation
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix2d instance.
- public static void CreateRotation(double angle, out Matrix2d result)
- {
- double cos = (double)System.Math.Cos(angle);
- double sin = (double)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = sin;
- result.Row1.X = -sin;
- result.Row1.Y = cos;
- }
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix2d instance.
- public static Matrix2d CreateRotation(double angle)
- {
- Matrix2d result;
- CreateRotation(angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateScale
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x, y, and z axes.
- /// A scale matrix.
- public static void CreateScale(double scale, out Matrix2d result)
- {
- result.Row0.X = scale;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x and y axes.
- /// A scale matrix.
- public static Matrix2d CreateScale(double scale)
- {
- Matrix2d result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static void CreateScale(Vector2d scale, out Matrix2d result)
- {
- result.Row0.X = scale.X;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale.Y;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static Matrix2d CreateScale(Vector2d scale)
- {
- Matrix2d result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static void CreateScale(double x, double y, out Matrix2d result)
- {
- result.Row0.X = x;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = y;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static Matrix2d CreateScale(double x, double y)
- {
- Matrix2d result;
- CreateScale(x, y, out result);
- return result;
- }
-
- #endregion
-
- #region Multiply Functions
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2d left, double right, out Matrix2d result)
- {
- result.Row0.X = left.Row0.X * right;
- result.Row0.Y = left.Row0.Y * right;
- result.Row1.X = left.Row1.X * right;
- result.Row1.Y = left.Row1.Y * right;
- }
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2d Mult(Matrix2d left, double right)
- {
- Matrix2d result;
- Mult(ref left, right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2d left, ref Matrix2d right, out Matrix2d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y,
- rM21 = right.Row1.X, rM22 = right.Row1.Y;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2d Mult(Matrix2d left, Matrix2d right)
- {
- Matrix2d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2d left, ref Matrix2x3d right, out Matrix2x3d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2x3d Mult(Matrix2d left, Matrix2x3d right)
- {
- Matrix2x3d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2d left, ref Matrix2x4d right, out Matrix2x4d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
- result.Row0.W = (lM11 * rM14) + (lM12 * rM24);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
- result.Row1.W = (lM21 * rM14) + (lM22 * rM24);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2x4d Mult(Matrix2d left, Matrix2x4d right)
- {
- Matrix2x4d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Add
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static void Add(ref Matrix2d left, ref Matrix2d right, out Matrix2d result)
- {
- result.Row0.X = left.Row0.X + right.Row0.X;
- result.Row0.Y = left.Row0.Y + right.Row0.Y;
- result.Row1.X = left.Row1.X + right.Row1.X;
- result.Row1.Y = left.Row1.Y + right.Row1.Y;
- }
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static Matrix2d Add(Matrix2d left, Matrix2d right)
- {
- Matrix2d result;
- Add(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Subtract
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static void Subtract(ref Matrix2d left, ref Matrix2d right, out Matrix2d result)
- {
- result.Row0.X = left.Row0.X - right.Row0.X;
- result.Row0.Y = left.Row0.Y - right.Row0.Y;
- result.Row1.X = left.Row1.X - right.Row1.X;
- result.Row1.Y = left.Row1.Y - right.Row1.Y;
- }
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static Matrix2d Subtract(Matrix2d left, Matrix2d right)
- {
- Matrix2d result;
- Subtract(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Invert Functions
-
- ///
- /// Calculate the inverse of the given matrix
- ///
- /// The matrix to invert
- /// The inverse of the given matrix if it has one, or the input if it is singular
- /// Thrown if the Matrix2d is singular.
- public static void Invert(ref Matrix2d mat, out Matrix2d result)
- {
- double det = mat.Determinant;
-
- if (det == 0)
- throw new InvalidOperationException("Matrix is singular and cannot be inverted.");
-
- double invDet = 1f / det;
-
- result.Row0.X = mat.Row1.Y * invDet;
- result.Row0.Y = -mat.Row0.Y * invDet;
- result.Row1.X = -mat.Row1.X * invDet;
- result.Row1.Y = mat.Row0.X * invDet;
- }
-
- ///
- /// Calculate the inverse of the given matrix
- ///
- /// The matrix to invert
- /// The inverse of the given matrix if it has one, or the input if it is singular
- /// Thrown if the Matrix2d is singular.
- public static Matrix2d Invert(Matrix2d mat)
- {
- Matrix2d result;
- Invert(ref mat, out result);
- return result;
- }
-
- #endregion
-
- #region Transpose
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static void Transpose(ref Matrix2d mat, out Matrix2d result)
- {
- result.Row0.X = mat.Row0.X;
- result.Row0.Y = mat.Row1.X;
- result.Row1.X = mat.Row0.Y;
- result.Row1.Y = mat.Row1.Y;
- }
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static Matrix2d Transpose(Matrix2d mat)
- {
- Matrix2d result;
- Transpose(ref mat, out result);
- return result;
- }
-
- #endregion
-
- #endregion
-
- #region Operators
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2d which holds the result of the multiplication
- public static Matrix2d operator *(double left, Matrix2d right)
- {
- return Mult(right, left);
- }
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2d which holds the result of the multiplication
- public static Matrix2d operator *(Matrix2d left, double right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2d which holds the result of the multiplication
- public static Matrix2d operator *(Matrix2d left, Matrix2d right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x3d which holds the result of the multiplication
- public static Matrix2x3d operator *(Matrix2d left, Matrix2x3d right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x4d which holds the result of the multiplication
- public static Matrix2x4d operator *(Matrix2d left, Matrix2x4d right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix addition
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2d which holds the result of the addition
- public static Matrix2d operator +(Matrix2d left, Matrix2d right)
- {
- return Add(left, right);
- }
-
- ///
- /// Matrix subtraction
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2d which holds the result of the subtraction
- public static Matrix2d operator -(Matrix2d left, Matrix2d right)
- {
- return Subtract(left, right);
- }
-
- ///
- /// Compares two instances for equality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left equals right; false otherwise.
- public static bool operator ==(Matrix2d left, Matrix2d right)
- {
- return left.Equals(right);
- }
-
- ///
- /// Compares two instances for inequality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left does not equal right; false otherwise.
- public static bool operator !=(Matrix2d left, Matrix2d right)
- {
- return !left.Equals(right);
- }
-
- #endregion
-
- #region Overrides
-
- #region public override string ToString()
-
- ///
- /// Returns a System.String that represents the current Matrix4.
- ///
- /// The string representation of the matrix.
- public override string ToString()
- {
- return String.Format("{0}\n{1}", Row0, Row1);
- }
-
- #endregion
-
- #region public override int GetHashCode()
-
- ///
- /// Returns the hashcode for this instance.
- ///
- /// A System.Int32 containing the unique hashcode for this instance.
- public override int GetHashCode()
- {
- return Row0.GetHashCode() ^ Row1.GetHashCode();
- }
-
- #endregion
-
- #region public override bool Equals(object obj)
-
- ///
- /// Indicates whether this instance and a specified object are equal.
- ///
- /// The object to compare to.
- /// True if the instances are equal; false otherwise.
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix2d))
- return false;
-
- return this.Equals((Matrix2d)obj);
- }
-
- #endregion
-
- #endregion
-
- #endregion
-
- #region IEquatable Members
-
- /// Indicates whether the current matrix is equal to another matrix.
- /// An matrix to compare with this matrix.
- /// true if the current matrix is equal to the matrix parameter; otherwise, false.
- public bool Equals(Matrix2d other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1;
- }
-
- #endregion
- }
+ ///
+ /// Represents a 2x2 matrix
+ ///
+ public struct Matrix2d : IEquatable
+ {
+ #region Fields
+
+ ///
+ /// Top row of the matrix.
+ ///
+ public Vector2d Row0;
+
+ ///
+ /// Bottom row of the matrix.
+ ///
+ public Vector2d Row1;
+
+ ///
+ /// The identity matrix.
+ ///
+ public static readonly Matrix2d Identity = new Matrix2d(Vector2d.UnitX, Vector2d.UnitY);
+
+ ///
+ /// The zero matrix.
+ ///
+ public static readonly Matrix2d Zero = new Matrix2d(Vector2d.Zero, Vector2d.Zero);
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// Top row of the matrix.
+ /// Bottom row of the matrix.
+ public Matrix2d(Vector2d row0, Vector2d row1)
+ {
+ Row0 = row0;
+ Row1 = row1;
+ }
+
+ ///
+ /// Constructs a new instance
+ ///
+ /// First item of the first row of the matrix.
+ /// Second item of the first row of the matrix.
+ /// First item of the second row of the matrix.
+ /// Second item of the second row of the matrix.
+ public Matrix2d(
+ double m00, double m01,
+ double m10, double m11)
+ {
+ Row0 = new Vector2d(m00, m01);
+ Row1 = new Vector2d(m10, m11);
+ }
+
+ #endregion
+
+ #region Public Members
+
+ #region Properties
+
+ ///
+ /// Gets the determinant of this matrix.
+ ///
+ public double Determinant
+ {
+ get
+ {
+ double m11 = Row0.X, m12 = Row0.Y,
+ m21 = Row1.X, m22 = Row1.Y;
+
+ return m11 * m22 - m12 * m21;
+ }
+ }
+
+ ///
+ /// Gets or sets the first column of this matrix.
+ ///
+ public Vector2d Column0
+ {
+ get { return new Vector2d(Row0.X, Row1.X); }
+ set { Row0.X = value.X; Row1.X = value.Y; }
+ }
+
+ ///
+ /// Gets or sets the second column of this matrix.
+ ///
+ public Vector2d Column1
+ {
+ get { return new Vector2d(Row0.Y, Row1.Y); }
+ set { Row0.Y = value.X; Row1.Y = value.Y; }
+ }
+
+ ///
+ /// Gets or sets the value at row 1, column 1 of this instance.
+ ///
+ public double M11 { get { return Row0.X; } set { Row0.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 2 of this instance.
+ ///
+ public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 1 of this instance.
+ ///
+ public double M21 { get { return Row1.X; } set { Row1.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 2 of this instance.
+ ///
+ public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
+
+ #endregion
+
+ #region Indexers
+
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public double this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
+
+ #endregion
+
+ #region Instance
+
+ #region public void Transpose()
+
+ ///
+ /// Converts this instance to it's transpose.
+ ///
+ public void Transpose()
+ {
+ this = Matrix2d.Transpose(this);
+ }
+
+ #endregion
+
+ #region public void Invert()
+
+ ///
+ /// Converts this instance into its inverse.
+ ///
+ public void Invert()
+ {
+ this = Matrix2d.Invert(this);
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Static
+
+ #region CreateRotation
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix2d instance.
+ public static void CreateRotation(double angle, out Matrix2d result)
+ {
+ double cos = (double)System.Math.Cos(angle);
+ double sin = (double)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
+ }
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix2d instance.
+ public static Matrix2d CreateRotation(double angle)
+ {
+ Matrix2d result;
+ CreateRotation(angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateScale
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x, y, and z axes.
+ /// A scale matrix.
+ public static void CreateScale(double scale, out Matrix2d result)
+ {
+ result.Row0.X = scale;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x and y axes.
+ /// A scale matrix.
+ public static Matrix2d CreateScale(double scale)
+ {
+ Matrix2d result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static void CreateScale(Vector2d scale, out Matrix2d result)
+ {
+ result.Row0.X = scale.X;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale.Y;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static Matrix2d CreateScale(Vector2d scale)
+ {
+ Matrix2d result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static void CreateScale(double x, double y, out Matrix2d result)
+ {
+ result.Row0.X = x;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = y;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static Matrix2d CreateScale(double x, double y)
+ {
+ Matrix2d result;
+ CreateScale(x, y, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Multiply Functions
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2d left, double right, out Matrix2d result)
+ {
+ result.Row0.X = left.Row0.X * right;
+ result.Row0.Y = left.Row0.Y * right;
+ result.Row1.X = left.Row1.X * right;
+ result.Row1.Y = left.Row1.Y * right;
+ }
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2d Mult(Matrix2d left, double right)
+ {
+ Matrix2d result;
+ Mult(ref left, right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2d left, ref Matrix2d right, out Matrix2d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2d Mult(Matrix2d left, Matrix2d right)
+ {
+ Matrix2d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2d left, ref Matrix2x3d right, out Matrix2x3d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2x3d Mult(Matrix2d left, Matrix2x3d right)
+ {
+ Matrix2x3d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2d left, ref Matrix2x4d right, out Matrix2x4d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
+ result.Row0.W = (lM11 * rM14) + (lM12 * rM24);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
+ result.Row1.W = (lM21 * rM14) + (lM22 * rM24);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2x4d Mult(Matrix2d left, Matrix2x4d right)
+ {
+ Matrix2x4d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Add
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static void Add(ref Matrix2d left, ref Matrix2d right, out Matrix2d result)
+ {
+ result.Row0.X = left.Row0.X + right.Row0.X;
+ result.Row0.Y = left.Row0.Y + right.Row0.Y;
+ result.Row1.X = left.Row1.X + right.Row1.X;
+ result.Row1.Y = left.Row1.Y + right.Row1.Y;
+ }
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static Matrix2d Add(Matrix2d left, Matrix2d right)
+ {
+ Matrix2d result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Subtract
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static void Subtract(ref Matrix2d left, ref Matrix2d right, out Matrix2d result)
+ {
+ result.Row0.X = left.Row0.X - right.Row0.X;
+ result.Row0.Y = left.Row0.Y - right.Row0.Y;
+ result.Row1.X = left.Row1.X - right.Row1.X;
+ result.Row1.Y = left.Row1.Y - right.Row1.Y;
+ }
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static Matrix2d Subtract(Matrix2d left, Matrix2d right)
+ {
+ Matrix2d result;
+ Subtract(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Invert Functions
+
+ ///
+ /// Calculate the inverse of the given matrix
+ ///
+ /// The matrix to invert
+ /// The inverse of the given matrix if it has one, or the input if it is singular
+ /// Thrown if the Matrix2d is singular.
+ public static void Invert(ref Matrix2d mat, out Matrix2d result)
+ {
+ double det = mat.Determinant;
+
+ if (det == 0)
+ throw new InvalidOperationException("Matrix is singular and cannot be inverted.");
+
+ double invDet = 1f / det;
+
+ result.Row0.X = mat.Row1.Y * invDet;
+ result.Row0.Y = -mat.Row0.Y * invDet;
+ result.Row1.X = -mat.Row1.X * invDet;
+ result.Row1.Y = mat.Row0.X * invDet;
+ }
+
+ ///
+ /// Calculate the inverse of the given matrix
+ ///
+ /// The matrix to invert
+ /// The inverse of the given matrix if it has one, or the input if it is singular
+ /// Thrown if the Matrix2d is singular.
+ public static Matrix2d Invert(Matrix2d mat)
+ {
+ Matrix2d result;
+ Invert(ref mat, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Transpose
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static void Transpose(ref Matrix2d mat, out Matrix2d result)
+ {
+ result.Row0.X = mat.Row0.X;
+ result.Row0.Y = mat.Row1.X;
+ result.Row1.X = mat.Row0.Y;
+ result.Row1.Y = mat.Row1.Y;
+ }
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static Matrix2d Transpose(Matrix2d mat)
+ {
+ Matrix2d result;
+ Transpose(ref mat, out result);
+ return result;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Operators
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2d which holds the result of the multiplication
+ public static Matrix2d operator *(double left, Matrix2d right)
+ {
+ return Mult(right, left);
+ }
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2d which holds the result of the multiplication
+ public static Matrix2d operator *(Matrix2d left, double right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2d which holds the result of the multiplication
+ public static Matrix2d operator *(Matrix2d left, Matrix2d right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x3d which holds the result of the multiplication
+ public static Matrix2x3d operator *(Matrix2d left, Matrix2x3d right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x4d which holds the result of the multiplication
+ public static Matrix2x4d operator *(Matrix2d left, Matrix2x4d right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix addition
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2d which holds the result of the addition
+ public static Matrix2d operator +(Matrix2d left, Matrix2d right)
+ {
+ return Add(left, right);
+ }
+
+ ///
+ /// Matrix subtraction
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2d which holds the result of the subtraction
+ public static Matrix2d operator -(Matrix2d left, Matrix2d right)
+ {
+ return Subtract(left, right);
+ }
+
+ ///
+ /// Compares two instances for equality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left equals right; false otherwise.
+ public static bool operator ==(Matrix2d left, Matrix2d right)
+ {
+ return left.Equals(right);
+ }
+
+ ///
+ /// Compares two instances for inequality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left does not equal right; false otherwise.
+ public static bool operator !=(Matrix2d left, Matrix2d right)
+ {
+ return !left.Equals(right);
+ }
+
+ #endregion
+
+ #region Overrides
+
+ #region public override string ToString()
+
+ ///
+ /// Returns a System.String that represents the current Matrix4.
+ ///
+ /// The string representation of the matrix.
+ public override string ToString()
+ {
+ return String.Format("{0}\n{1}", Row0, Row1);
+ }
+
+ #endregion
+
+ #region public override int GetHashCode()
+
+ ///
+ /// Returns the hashcode for this instance.
+ ///
+ /// A System.Int32 containing the unique hashcode for this instance.
+ public override int GetHashCode()
+ {
+ return Row0.GetHashCode() ^ Row1.GetHashCode();
+ }
+
+ #endregion
+
+ #region public override bool Equals(object obj)
+
+ ///
+ /// Indicates whether this instance and a specified object are equal.
+ ///
+ /// The object to compare to.
+ /// True if the instances are equal; false otherwise.
+ public override bool Equals(object obj)
+ {
+ if (!(obj is Matrix2d))
+ return false;
+
+ return this.Equals((Matrix2d)obj);
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+
+ #region IEquatable Members
+
+ /// Indicates whether the current matrix is equal to another matrix.
+ /// An matrix to compare with this matrix.
+ /// true if the current matrix is equal to the matrix parameter; otherwise, false.
+ public bool Equals(Matrix2d other)
+ {
+ return
+ Row0 == other.Row0 &&
+ Row1 == other.Row1;
+ }
+
+ #endregion
+ }
}
diff --git a/Source/OpenTK/Math/Matrix2x3d.cs b/Source/OpenTK/Math/Matrix2x3d.cs
index 0cc907b8..3e592d5a 100644
--- a/Source/OpenTK/Math/Matrix2x3d.cs
+++ b/Source/OpenTK/Math/Matrix2x3d.cs
@@ -27,677 +27,677 @@ using System.Collections.Generic;
namespace OpenTK
{
- ///
- /// Represents a 2x3 matrix.
- ///
- public struct Matrix2x3d : IEquatable
- {
- #region Fields
-
- ///
- /// Top row of the matrix.
- ///
- public Vector3d Row0;
-
- ///
- /// Bottom row of the matrix.
- ///
- public Vector3d Row1;
-
- ///
- /// The zero matrix.
- ///
- public static readonly Matrix2x3d Zero = new Matrix2x3d(Vector3d.Zero, Vector3d.Zero);
-
- #endregion
-
- #region Constructors
-
- ///
- /// Constructs a new instance.
- ///
- /// Top row of the matrix.
- /// Bottom row of the matrix.
- public Matrix2x3d(Vector3d row0, Vector3d row1)
- {
- Row0 = row0;
- Row1 = row1;
- }
-
- ///
- /// Constructs a new instance
- ///
- /// First item of the first row of the matrix.
- /// Second item of the first row of the matrix.
- /// Third item of the first row of the matrix.
- /// First item of the second row of the matrix.
- /// Second item of the second row of the matrix.
- /// Third item of the second row of the matrix.
- public Matrix2x3d(
- double m00, double m01, double m02,
- double m10, double m11, double m12)
- {
- Row0 = new Vector3d(m00, m01, m02);
- Row1 = new Vector3d(m10, m11, m12);
- }
-
- #endregion
-
- #region Public Members
-
- #region Properties
-
- ///
- /// Gets or sets the first column of this matrix.
- ///
- public Vector2d Column0
- {
- get { return new Vector2d(Row0.X, Row1.X); }
- set { Row0.X = value.X; Row1.X = value.Y; }
- }
-
- ///
- /// Gets or sets the second column of this matrix.
- ///
- public Vector2d Column1
- {
- get { return new Vector2d(Row0.Y, Row1.Y); }
- set { Row0.Y = value.X; Row1.Y = value.Y; }
- }
-
- ///
- /// Gets or sets the third column of this matrix.
- ///
- public Vector2d Column2
- {
- get { return new Vector2d(Row0.Z, Row1.Z); }
- set { Row0.Z = value.X; Row1.Z = value.Y; }
- }
-
- ///
- /// Gets or sets the value at row 1, column 1 of this instance.
- ///
- public double M11 { get { return Row0.X; } set { Row0.X = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 2 of this instance.
- ///
- public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 3 of this instance.
- ///
- public double M13 { get { return Row0.Z; } set { Row0.Z = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 1 of this instance.
- ///
- public double M21 { get { return Row1.X; } set { Row1.X = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 2 of this instance.
- ///
- public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 3 of this instance.
- ///
- public double M23 { get { return Row1.Z; } set { Row1.Z = value; } }
-
- #endregion
-
- #region Indexers
-
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public double this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
-
- #endregion
-
- #region Instance
- #endregion
-
- #region Static
-
- #region CreateRotation
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix2x3d instance.
- public static void CreateRotation(double angle, out Matrix2x3d result)
- {
- double cos = System.Math.Cos(angle);
- double sin = System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = sin;
- result.Row0.Z = 0;
- result.Row1.X = -sin;
- result.Row1.Y = cos;
- result.Row1.Z = 0;
- }
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix2x3d instance.
- public static Matrix2x3d CreateRotation(double angle)
- {
- Matrix2x3d result;
- CreateRotation(angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateScale
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x, y, and z axes.
- /// A scale matrix.
- public static void CreateScale(double scale, out Matrix2x3d result)
- {
- result.Row0.X = scale;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale;
- result.Row1.Z = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x and y axes.
- /// A scale matrix.
- public static Matrix2x3d CreateScale(double scale)
- {
- Matrix2x3d result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static void CreateScale(Vector2d scale, out Matrix2x3d result)
- {
- result.Row0.X = scale.X;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale.Y;
- result.Row1.Z = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static Matrix2x3d CreateScale(Vector2d scale)
- {
- Matrix2x3d result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static void CreateScale(double x, double y, out Matrix2x3d result)
- {
- result.Row0.X = x;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = y;
- result.Row1.Z = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static Matrix2x3d CreateScale(double x, double y)
- {
- Matrix2x3d result;
- CreateScale(x, y, out result);
- return result;
- }
-
- #endregion
-
- #region Multiply Functions
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2x3d left, double right, out Matrix2x3d result)
- {
- result.Row0.X = left.Row0.X * right;
- result.Row0.Y = left.Row0.Y * right;
- result.Row0.Z = left.Row0.Z * right;
- result.Row1.X = left.Row1.X * right;
- result.Row1.Y = left.Row1.Y * right;
- result.Row1.Z = left.Row1.Z * right;
- }
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2x3d Mult(Matrix2x3d left, double right)
- {
- Matrix2x3d result;
- Mult(ref left, right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2x3d left, ref Matrix3x2 right, out Matrix2d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
- rM11 = right.Row0.X, rM12 = right.Row0.Y,
- rM21 = right.Row1.X, rM22 = right.Row1.Y,
- rM31 = right.Row2.X, rM32 = right.Row2.Y;
-
- result.Row0.X = ((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31);
- result.Row0.Y = ((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rM32);
- result.Row1.X = ((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31);
- result.Row1.Y = ((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rM32);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2d Mult(Matrix2x3d left, Matrix3x2 right)
- {
- Matrix2d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2x3d left, ref Matrix3 right, out Matrix2x3d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
- rM31 = right.Row2.X, rm32 = right.Row2.Y, rM33 = right.Row2.Z;
-
- result.Row0.X = ((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31);
- result.Row0.Y = ((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rm32);
- result.Row0.Z = ((lM11 * rM13) + (lM12 * rM23)) + (lM13 * rM33);
- result.Row1.X = ((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31);
- result.Row1.Y = ((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rm32);
- result.Row1.Z = ((lM21 * rM13) + (lM22 * rM23)) + (lM23 * rM33);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2x3d Mult(Matrix2x3d left, Matrix3 right)
- {
- Matrix2x3d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2x3d left, ref Matrix3x4 right, out Matrix2x4d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
- rM31 = right.Row2.X, rm32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
-
- result.Row0.X = ((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31);
- result.Row0.Y = ((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rm32);
- result.Row0.Z = ((lM11 * rM13) + (lM12 * rM23)) + (lM13 * rM33);
- result.Row0.W = ((lM11 * rM14) + (lM12 * rM24)) + (lM13 * rM34);
- result.Row1.X = ((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31);
- result.Row1.Y = ((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rm32);
- result.Row1.Z = ((lM21 * rM13) + (lM22 * rM23)) + (lM23 * rM33);
- result.Row1.W = ((lM21 * rM14) + (lM22 * rM24)) + (lM23 * rM34);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2x4d Mult(Matrix2x3d left, Matrix3x4 right)
- {
- Matrix2x4d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Add
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static void Add(ref Matrix2x3d left, ref Matrix2x3d right, out Matrix2x3d result)
- {
- result.Row0.X = left.Row0.X + right.Row0.X;
- result.Row0.Y = left.Row0.Y + right.Row0.Y;
- result.Row0.Z = left.Row0.Z + right.Row0.Z;
- result.Row1.X = left.Row1.X + right.Row1.X;
- result.Row1.Y = left.Row1.Y + right.Row1.Y;
- result.Row1.Z = left.Row1.Z + right.Row1.Z;
- }
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static Matrix2x3d Add(Matrix2x3d left, Matrix2x3d right)
- {
- Matrix2x3d result;
- Add(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Subtract
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static void Subtract(ref Matrix2x3d left, ref Matrix2x3d right, out Matrix2x3d result)
- {
- result.Row0.X = left.Row0.X - right.Row0.X;
- result.Row0.Y = left.Row0.Y - right.Row0.Y;
- result.Row0.Z = left.Row0.Z - right.Row0.Z;
- result.Row1.X = left.Row1.X - right.Row1.X;
- result.Row1.Y = left.Row1.Y - right.Row1.Y;
- result.Row1.Z = left.Row1.Z - right.Row1.Z;
- }
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static Matrix2x3d Subtract(Matrix2x3d left, Matrix2x3d right)
- {
- Matrix2x3d result;
- Subtract(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Transpose
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static void Transpose(ref Matrix2x3d mat, out Matrix3x2d result)
- {
- result.Row0.X = mat.Row0.X;
- result.Row0.Y = mat.Row1.X;
- result.Row1.X = mat.Row0.Y;
- result.Row1.Y = mat.Row1.Y;
- result.Row2.X = mat.Row0.Z;
- result.Row2.Y = mat.Row1.Z;
- }
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static Matrix3x2d Transpose(Matrix2x3d mat)
- {
- Matrix3x2d result;
- Transpose(ref mat, out result);
- return result;
- }
-
- #endregion
-
- #endregion
-
- #region Operators
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x3d which holds the result of the multiplication
- public static Matrix2x3d operator *(double left, Matrix2x3d right)
- {
- return Mult(right, left);
- }
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x3d which holds the result of the multiplication
- public static Matrix2x3d operator *(Matrix2x3d left, double right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2d which holds the result of the multiplication
- public static Matrix2d operator *(Matrix2x3d left, Matrix3x2 right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x3d which holds the result of the multiplication
- public static Matrix2x3d operator *(Matrix2x3d left, Matrix3 right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x4d which holds the result of the multiplication
- public static Matrix2x4d operator *(Matrix2x3d left, Matrix3x4 right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix addition
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x3d which holds the result of the addition
- public static Matrix2x3d operator +(Matrix2x3d left, Matrix2x3d right)
- {
- return Add(left, right);
- }
-
- ///
- /// Matrix subtraction
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x3d which holds the result of the subtraction
- public static Matrix2x3d operator -(Matrix2x3d left, Matrix2x3d right)
- {
- return Subtract(left, right);
- }
-
- ///
- /// Compares two instances for equality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left equals right; false otherwise.
- public static bool operator ==(Matrix2x3d left, Matrix2x3d right)
- {
- return left.Equals(right);
- }
-
- ///
- /// Compares two instances for inequality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left does not equal right; false otherwise.
- public static bool operator !=(Matrix2x3d left, Matrix2x3d right)
- {
- return !left.Equals(right);
- }
-
- #endregion
-
- #region Overrides
-
- #region public override string ToString()
-
- ///
- /// Returns a System.String that represents the current Matrix2x3d.
- ///
- /// The string representation of the matrix.
- public override string ToString()
- {
- return String.Format("{0}\n{1}", Row0, Row1);
- }
-
- #endregion
-
- #region public override int GetHashCode()
-
- ///
- /// Returns the hashcode for this instance.
- ///
- /// A System.Int32 containing the unique hashcode for this instance.
- public override int GetHashCode()
- {
- return Row0.GetHashCode() ^ Row1.GetHashCode();
- }
-
- #endregion
-
- #region public override bool Equals(object obj)
-
- ///
- /// Indicates whether this instance and a specified object are equal.
- ///
- /// The object to compare tresult.
- /// True if the instances are equal; false otherwise.
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix2x3d))
- return false;
-
- return this.Equals((Matrix2x3d)obj);
- }
-
- #endregion
-
- #endregion
-
- #endregion
-
- #region IEquatable Members
-
- ///
- /// Indicates whether the current matrix is equal to another matrix.
- ///
- /// An matrix to compare with this matrix.
- /// true if the current matrix is equal to the matrix parameter; otherwise, false.
- public bool Equals(Matrix2x3d other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1;
- }
-
- #endregion
- }
+ ///
+ /// Represents a 2x3 matrix.
+ ///
+ public struct Matrix2x3d : IEquatable
+ {
+ #region Fields
+
+ ///
+ /// Top row of the matrix.
+ ///
+ public Vector3d Row0;
+
+ ///
+ /// Bottom row of the matrix.
+ ///
+ public Vector3d Row1;
+
+ ///
+ /// The zero matrix.
+ ///
+ public static readonly Matrix2x3d Zero = new Matrix2x3d(Vector3d.Zero, Vector3d.Zero);
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// Top row of the matrix.
+ /// Bottom row of the matrix.
+ public Matrix2x3d(Vector3d row0, Vector3d row1)
+ {
+ Row0 = row0;
+ Row1 = row1;
+ }
+
+ ///
+ /// Constructs a new instance
+ ///
+ /// First item of the first row of the matrix.
+ /// Second item of the first row of the matrix.
+ /// Third item of the first row of the matrix.
+ /// First item of the second row of the matrix.
+ /// Second item of the second row of the matrix.
+ /// Third item of the second row of the matrix.
+ public Matrix2x3d(
+ double m00, double m01, double m02,
+ double m10, double m11, double m12)
+ {
+ Row0 = new Vector3d(m00, m01, m02);
+ Row1 = new Vector3d(m10, m11, m12);
+ }
+
+ #endregion
+
+ #region Public Members
+
+ #region Properties
+
+ ///
+ /// Gets or sets the first column of this matrix.
+ ///
+ public Vector2d Column0
+ {
+ get { return new Vector2d(Row0.X, Row1.X); }
+ set { Row0.X = value.X; Row1.X = value.Y; }
+ }
+
+ ///
+ /// Gets or sets the second column of this matrix.
+ ///
+ public Vector2d Column1
+ {
+ get { return new Vector2d(Row0.Y, Row1.Y); }
+ set { Row0.Y = value.X; Row1.Y = value.Y; }
+ }
+
+ ///
+ /// Gets or sets the third column of this matrix.
+ ///
+ public Vector2d Column2
+ {
+ get { return new Vector2d(Row0.Z, Row1.Z); }
+ set { Row0.Z = value.X; Row1.Z = value.Y; }
+ }
+
+ ///
+ /// Gets or sets the value at row 1, column 1 of this instance.
+ ///
+ public double M11 { get { return Row0.X; } set { Row0.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 2 of this instance.
+ ///
+ public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 3 of this instance.
+ ///
+ public double M13 { get { return Row0.Z; } set { Row0.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 1 of this instance.
+ ///
+ public double M21 { get { return Row1.X; } set { Row1.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 2 of this instance.
+ ///
+ public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 3 of this instance.
+ ///
+ public double M23 { get { return Row1.Z; } set { Row1.Z = value; } }
+
+ #endregion
+
+ #region Indexers
+
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public double this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
+
+ #endregion
+
+ #region Instance
+ #endregion
+
+ #region Static
+
+ #region CreateRotation
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix2x3d instance.
+ public static void CreateRotation(double angle, out Matrix2x3d result)
+ {
+ double cos = System.Math.Cos(angle);
+ double sin = System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row0.Z = 0;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
+ result.Row1.Z = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix2x3d instance.
+ public static Matrix2x3d CreateRotation(double angle)
+ {
+ Matrix2x3d result;
+ CreateRotation(angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateScale
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x, y, and z axes.
+ /// A scale matrix.
+ public static void CreateScale(double scale, out Matrix2x3d result)
+ {
+ result.Row0.X = scale;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale;
+ result.Row1.Z = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x and y axes.
+ /// A scale matrix.
+ public static Matrix2x3d CreateScale(double scale)
+ {
+ Matrix2x3d result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static void CreateScale(Vector2d scale, out Matrix2x3d result)
+ {
+ result.Row0.X = scale.X;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale.Y;
+ result.Row1.Z = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static Matrix2x3d CreateScale(Vector2d scale)
+ {
+ Matrix2x3d result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static void CreateScale(double x, double y, out Matrix2x3d result)
+ {
+ result.Row0.X = x;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = y;
+ result.Row1.Z = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static Matrix2x3d CreateScale(double x, double y)
+ {
+ Matrix2x3d result;
+ CreateScale(x, y, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Multiply Functions
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2x3d left, double right, out Matrix2x3d result)
+ {
+ result.Row0.X = left.Row0.X * right;
+ result.Row0.Y = left.Row0.Y * right;
+ result.Row0.Z = left.Row0.Z * right;
+ result.Row1.X = left.Row1.X * right;
+ result.Row1.Y = left.Row1.Y * right;
+ result.Row1.Z = left.Row1.Z * right;
+ }
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2x3d Mult(Matrix2x3d left, double right)
+ {
+ Matrix2x3d result;
+ Mult(ref left, right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2x3d left, ref Matrix3x2 right, out Matrix2d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y;
+
+ result.Row0.X = ((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31);
+ result.Row0.Y = ((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rM32);
+ result.Row1.X = ((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31);
+ result.Row1.Y = ((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rM32);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2d Mult(Matrix2x3d left, Matrix3x2 right)
+ {
+ Matrix2d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2x3d left, ref Matrix3 right, out Matrix2x3d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
+ rM31 = right.Row2.X, rm32 = right.Row2.Y, rM33 = right.Row2.Z;
+
+ result.Row0.X = ((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31);
+ result.Row0.Y = ((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rm32);
+ result.Row0.Z = ((lM11 * rM13) + (lM12 * rM23)) + (lM13 * rM33);
+ result.Row1.X = ((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31);
+ result.Row1.Y = ((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rm32);
+ result.Row1.Z = ((lM21 * rM13) + (lM22 * rM23)) + (lM23 * rM33);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2x3d Mult(Matrix2x3d left, Matrix3 right)
+ {
+ Matrix2x3d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2x3d left, ref Matrix3x4 right, out Matrix2x4d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
+ rM31 = right.Row2.X, rm32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
+
+ result.Row0.X = ((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31);
+ result.Row0.Y = ((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rm32);
+ result.Row0.Z = ((lM11 * rM13) + (lM12 * rM23)) + (lM13 * rM33);
+ result.Row0.W = ((lM11 * rM14) + (lM12 * rM24)) + (lM13 * rM34);
+ result.Row1.X = ((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31);
+ result.Row1.Y = ((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rm32);
+ result.Row1.Z = ((lM21 * rM13) + (lM22 * rM23)) + (lM23 * rM33);
+ result.Row1.W = ((lM21 * rM14) + (lM22 * rM24)) + (lM23 * rM34);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2x4d Mult(Matrix2x3d left, Matrix3x4 right)
+ {
+ Matrix2x4d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Add
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static void Add(ref Matrix2x3d left, ref Matrix2x3d right, out Matrix2x3d result)
+ {
+ result.Row0.X = left.Row0.X + right.Row0.X;
+ result.Row0.Y = left.Row0.Y + right.Row0.Y;
+ result.Row0.Z = left.Row0.Z + right.Row0.Z;
+ result.Row1.X = left.Row1.X + right.Row1.X;
+ result.Row1.Y = left.Row1.Y + right.Row1.Y;
+ result.Row1.Z = left.Row1.Z + right.Row1.Z;
+ }
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static Matrix2x3d Add(Matrix2x3d left, Matrix2x3d right)
+ {
+ Matrix2x3d result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Subtract
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static void Subtract(ref Matrix2x3d left, ref Matrix2x3d right, out Matrix2x3d result)
+ {
+ result.Row0.X = left.Row0.X - right.Row0.X;
+ result.Row0.Y = left.Row0.Y - right.Row0.Y;
+ result.Row0.Z = left.Row0.Z - right.Row0.Z;
+ result.Row1.X = left.Row1.X - right.Row1.X;
+ result.Row1.Y = left.Row1.Y - right.Row1.Y;
+ result.Row1.Z = left.Row1.Z - right.Row1.Z;
+ }
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static Matrix2x3d Subtract(Matrix2x3d left, Matrix2x3d right)
+ {
+ Matrix2x3d result;
+ Subtract(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Transpose
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static void Transpose(ref Matrix2x3d mat, out Matrix3x2d result)
+ {
+ result.Row0.X = mat.Row0.X;
+ result.Row0.Y = mat.Row1.X;
+ result.Row1.X = mat.Row0.Y;
+ result.Row1.Y = mat.Row1.Y;
+ result.Row2.X = mat.Row0.Z;
+ result.Row2.Y = mat.Row1.Z;
+ }
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static Matrix3x2d Transpose(Matrix2x3d mat)
+ {
+ Matrix3x2d result;
+ Transpose(ref mat, out result);
+ return result;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Operators
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x3d which holds the result of the multiplication
+ public static Matrix2x3d operator *(double left, Matrix2x3d right)
+ {
+ return Mult(right, left);
+ }
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x3d which holds the result of the multiplication
+ public static Matrix2x3d operator *(Matrix2x3d left, double right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2d which holds the result of the multiplication
+ public static Matrix2d operator *(Matrix2x3d left, Matrix3x2 right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x3d which holds the result of the multiplication
+ public static Matrix2x3d operator *(Matrix2x3d left, Matrix3 right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x4d which holds the result of the multiplication
+ public static Matrix2x4d operator *(Matrix2x3d left, Matrix3x4 right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix addition
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x3d which holds the result of the addition
+ public static Matrix2x3d operator +(Matrix2x3d left, Matrix2x3d right)
+ {
+ return Add(left, right);
+ }
+
+ ///
+ /// Matrix subtraction
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x3d which holds the result of the subtraction
+ public static Matrix2x3d operator -(Matrix2x3d left, Matrix2x3d right)
+ {
+ return Subtract(left, right);
+ }
+
+ ///
+ /// Compares two instances for equality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left equals right; false otherwise.
+ public static bool operator ==(Matrix2x3d left, Matrix2x3d right)
+ {
+ return left.Equals(right);
+ }
+
+ ///
+ /// Compares two instances for inequality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left does not equal right; false otherwise.
+ public static bool operator !=(Matrix2x3d left, Matrix2x3d right)
+ {
+ return !left.Equals(right);
+ }
+
+ #endregion
+
+ #region Overrides
+
+ #region public override string ToString()
+
+ ///
+ /// Returns a System.String that represents the current Matrix2x3d.
+ ///
+ /// The string representation of the matrix.
+ public override string ToString()
+ {
+ return String.Format("{0}\n{1}", Row0, Row1);
+ }
+
+ #endregion
+
+ #region public override int GetHashCode()
+
+ ///
+ /// Returns the hashcode for this instance.
+ ///
+ /// A System.Int32 containing the unique hashcode for this instance.
+ public override int GetHashCode()
+ {
+ return Row0.GetHashCode() ^ Row1.GetHashCode();
+ }
+
+ #endregion
+
+ #region public override bool Equals(object obj)
+
+ ///
+ /// Indicates whether this instance and a specified object are equal.
+ ///
+ /// The object to compare tresult.
+ /// True if the instances are equal; false otherwise.
+ public override bool Equals(object obj)
+ {
+ if (!(obj is Matrix2x3d))
+ return false;
+
+ return this.Equals((Matrix2x3d)obj);
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+
+ #region IEquatable Members
+
+ ///
+ /// Indicates whether the current matrix is equal to another matrix.
+ ///
+ /// An matrix to compare with this matrix.
+ /// true if the current matrix is equal to the matrix parameter; otherwise, false.
+ public bool Equals(Matrix2x3d other)
+ {
+ return
+ Row0 == other.Row0 &&
+ Row1 == other.Row1;
+ }
+
+ #endregion
+ }
}
diff --git a/Source/OpenTK/Math/Matrix2x4d.cs b/Source/OpenTK/Math/Matrix2x4d.cs
index 5b8521d7..4cfa066d 100644
--- a/Source/OpenTK/Math/Matrix2x4d.cs
+++ b/Source/OpenTK/Math/Matrix2x4d.cs
@@ -27,714 +27,714 @@ using System.Runtime.InteropServices;
namespace OpenTK
{
- ///
- /// Represents a 2x4 matrix.
- ///
- public struct Matrix2x4d : IEquatable
- {
- #region Fields
-
- ///
- /// Top row of the matrix.
- ///
- public Vector4d Row0;
-
- ///
- /// Bottom row of the matrix.
- ///
- public Vector4d Row1;
-
- ///
- /// The zero matrix.
- ///
- public static readonly Matrix2x4d Zero = new Matrix2x4d(Vector4d.Zero, Vector4d.Zero);
-
- #endregion
-
- #region Constructors
-
- ///
- /// Constructs a new instance.
- ///
- /// Top row of the matrix.
- /// Bottom row of the matrix.
- public Matrix2x4d(Vector4d row0, Vector4d row1)
- {
- Row0 = row0;
- Row1 = row1;
- }
-
- ///
- /// Constructs a new instance
- ///
- /// First item of the first row of the matrix.
- /// Second item of the first row of the matrix.
- /// Third item of the first row of the matrix.
- /// Fourth item of the first row of the matrix.
- /// First item of the second row of the matrix.
- /// Second item of the second row of the matrix.
- /// Third item of the second row of the matrix.
- /// Fourth item of the second row of the matrix.
- public Matrix2x4d(
- double m00, double m01, double m02, double m03,
- double m10, double m11, double m12, double m13)
- {
- Row0 = new Vector4d(m00, m01, m02, m03);
- Row1 = new Vector4d(m10, m11, m12, m13);
- }
-
- #endregion
-
- #region Public Members
-
- #region Properties
-
- ///
- /// Gets or sets the first column of the matrix.
- ///
- public Vector2d Column0
- {
- get { return new Vector2d(Row0.X, Row1.X); }
- set { Row0.X = value.X; Row1.X = value.Y; }
- }
-
- ///
- /// Gets or sets the second column of the matrix.
- ///
- public Vector2d Column1
- {
- get { return new Vector2d(Row0.Y, Row1.Y); }
- set { Row0.Y = value.X; Row1.Y = value.Y; }
- }
-
- ///
- /// Gets or sets the third column of the matrix.
- ///
- public Vector2d Column2
- {
- get { return new Vector2d(Row0.Z, Row1.Z); }
- set { Row0.Z = value.X; Row1.Z = value.Y; }
- }
-
- ///
- /// Gets or sets the fourth column of the matrix.
- ///
- public Vector2d Column3
- {
- get { return new Vector2d(Row0.W, Row1.W); }
- set { Row0.W = value.X; Row1.W = value.Y; }
- }
-
- ///
- /// Gets or sets the value at row 1, column 1 of this instance.
- ///
- public double M11 { get { return Row0.X; } set { Row0.X = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 2 of this instance.
- ///
- public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 3 of this instance.
- ///
- public double M13 { get { return Row0.Z; } set { Row0.Z = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 4 of this instance.
- ///
- public double M14 { get { return Row0.W; } set { Row0.W = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 1 of this instance.
- ///
- public double M21 { get { return Row1.X; } set { Row1.X = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 2 of this instance.
- ///
- public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 3 of this instance.
- ///
- public double M23 { get { return Row1.Z; } set { Row1.Z = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 4 of this instance.
- ///
- public double M24 { get { return Row1.W; } set { Row1.W = value; } }
-
- #endregion
-
- #region Indexers
-
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public double this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
-
- #endregion
-
- #region Static
-
- #region CreateRotation
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix2x4d instance.
- public static void CreateRotation(double angle, out Matrix2x4d result)
- {
- double cos = System.Math.Cos(angle);
- double sin = System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = sin;
- result.Row0.Z = 0;
- result.Row0.W = 0;
- result.Row1.X = -sin;
- result.Row1.Y = cos;
- result.Row1.Z = 0;
- result.Row1.W = 0;
- }
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix2x3d instance.
- public static Matrix2x4d CreateRotation(double angle)
- {
- Matrix2x4d result;
- CreateRotation(angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateScale
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x, y, and z axes.
- /// A scale matrix.
- public static void CreateScale(double scale, out Matrix2x4d result)
- {
- result.Row0.X = scale;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale;
- result.Row1.Z = 0;
- result.Row1.W = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x and y axes.
- /// A scale matrix.
- public static Matrix2x4d CreateScale(double scale)
- {
- Matrix2x4d result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static void CreateScale(Vector2d scale, out Matrix2x4d result)
- {
- result.Row0.X = scale.X;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale.Y;
- result.Row1.Z = 0;
- result.Row1.W = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static Matrix2x4d CreateScale(Vector2d scale)
- {
- Matrix2x4d result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static void CreateScale(double x, double y, out Matrix2x4d result)
- {
- result.Row0.X = x;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = 0;
- result.Row1.X = 0;
- result.Row1.Y = y;
- result.Row1.Z = 0;
- result.Row1.W = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static Matrix2x4d CreateScale(double x, double y)
- {
- Matrix2x4d result;
- CreateScale(x, y, out result);
- return result;
- }
-
- #endregion
-
- #region Multiply Functions
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2x4d left, double right, out Matrix2x4d result)
- {
- result.Row0.X = left.Row0.X * right;
- result.Row0.Y = left.Row0.Y * right;
- result.Row0.Z = left.Row0.Z * right;
- result.Row0.W = left.Row0.W * right;
- result.Row1.X = left.Row1.X * right;
- result.Row1.Y = left.Row1.Y * right;
- result.Row1.Z = left.Row1.Z * right;
- result.Row1.W = left.Row1.W * right;
- }
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2x4d Mult(Matrix2x4d left, double right)
- {
- Matrix2x4d result;
- Mult(ref left, right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2x4d left, ref Matrix4x2 right, out Matrix2d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
- rM11 = right.Row0.X, rM12 = right.Row0.Y,
- rM21 = right.Row1.X, rM22 = right.Row1.Y,
- rM31 = right.Row2.X, rM32 = right.Row2.Y,
- rM41 = right.Row3.X, rM42 = right.Row3.Y;
-
- result.Row0.X = (((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31)) + (lM14 * rM41);
- result.Row0.Y = (((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rM32)) + (lM14 * rM42);
- result.Row1.X = (((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31)) + (lM24 * rM41);
- result.Row1.Y = (((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rM32)) + (lM24 * rM42);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2d Mult(Matrix2x4d left, Matrix4x2 right)
- {
- Matrix2d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2x4d left, ref Matrix4x3 right, out Matrix2x3d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
- rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
- rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
-
- result.Row0.X = (((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31)) + (lM14 * rM41);
- result.Row0.Y = (((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rM32)) + (lM14 * rM42);
- result.Row0.Z = (((lM11 * rM13) + (lM12 * rM23)) + (lM13 * rM33)) + (lM14 * rM43);
- result.Row1.X = (((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31)) + (lM24 * rM41);
- result.Row1.Y = (((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rM32)) + (lM24 * rM42);
- result.Row1.Z = (((lM21 * rM13) + (lM22 * rM23)) + (lM23 * rM33)) + (lM24 * rM43);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2x3d Mult(Matrix2x4d left, Matrix4x3 right)
- {
- Matrix2x3d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix2x4d left, ref Matrix4 right, out Matrix2x4d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
- rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W,
- rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z, rM44 = right.Row3.W;
-
- result.Row0.X = (((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31)) + (lM14 * rM41);
- result.Row0.Y = (((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rM32)) + (lM14 * rM42);
- result.Row0.Z = (((lM11 * rM13) + (lM12 * rM23)) + (lM13 * rM33)) + (lM14 * rM43);
- result.Row0.W = (((lM11 * rM14) + (lM12 * rM24)) + (lM13 * rM34)) + (lM14 * rM44);
- result.Row1.X = (((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31)) + (lM24 * rM41);
- result.Row1.Y = (((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rM32)) + (lM24 * rM42);
- result.Row1.Z = (((lM21 * rM13) + (lM22 * rM23)) + (lM23 * rM33)) + (lM24 * rM43);
- result.Row1.W = (((lM21 * rM14) + (lM22 * rM24)) + (lM23 * rM34)) + (lM24 * rM44);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix2x4d Mult(Matrix2x4d left, Matrix4 right)
- {
- Matrix2x4d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Add
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static void Add(ref Matrix2x4d left, ref Matrix2x4d right, out Matrix2x4d result)
- {
- result.Row0.X = left.Row0.X + right.Row0.X;
- result.Row0.Y = left.Row0.Y + right.Row0.Y;
- result.Row0.Z = left.Row0.Z + right.Row0.Z;
- result.Row0.W = left.Row0.W + right.Row0.W;
- result.Row1.X = left.Row1.X + right.Row1.X;
- result.Row1.Y = left.Row1.Y + right.Row1.Y;
- result.Row1.Z = left.Row1.Z + right.Row1.Z;
- result.Row1.W = left.Row1.W + right.Row1.W;
- }
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static Matrix2x4d Add(Matrix2x4d left, Matrix2x4d right)
- {
- Matrix2x4d result;
- Add(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Subtract
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static void Subtract(ref Matrix2x4d left, ref Matrix2x4d right, out Matrix2x4d result)
- {
- result.Row0.X = left.Row0.X - right.Row0.X;
- result.Row0.Y = left.Row0.Y - right.Row0.Y;
- result.Row0.Z = left.Row0.Z - right.Row0.Z;
- result.Row0.W = left.Row0.W - right.Row0.W;
- result.Row1.X = left.Row1.X - right.Row1.X;
- result.Row1.Y = left.Row1.Y - right.Row1.Y;
- result.Row1.Z = left.Row1.Z - right.Row1.Z;
- result.Row1.W = left.Row1.W - right.Row1.W;
- }
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static Matrix2x4d Subtract(Matrix2x4d left, Matrix2x4d right)
- {
- Matrix2x4d result;
- Subtract(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Transpose
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static void Transpose(ref Matrix2x4d mat, out Matrix4x2d result)
- {
- result.Row0.X = mat.Row0.X;
- result.Row0.Y = mat.Row1.X;
- result.Row1.X = mat.Row0.Y;
- result.Row1.Y = mat.Row1.Y;
- result.Row2.X = mat.Row0.Z;
- result.Row2.Y = mat.Row1.Z;
- result.Row3.X = mat.Row0.W;
- result.Row3.Y = mat.Row1.W;
- }
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static Matrix4x2d Transpose(Matrix2x4d mat)
- {
- Matrix4x2d result;
- Transpose(ref mat, out result);
- return result;
- }
-
- #endregion
-
- #endregion
-
- #region Operators
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x4d which holds the result of the multiplication
- public static Matrix2x4d operator *(double left, Matrix2x4d right)
- {
- return Mult(right, left);
- }
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x4d which holds the result of the multiplication
- public static Matrix2x4d operator *(Matrix2x4d left, double right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2d which holds the result of the multiplication
- public static Matrix2d operator *(Matrix2x4d left, Matrix4x2 right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x3d which holds the result of the multiplication
- public static Matrix2x3d operator *(Matrix2x4d left, Matrix4x3 right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x4d which holds the result of the multiplication
- public static Matrix2x4d operator *(Matrix2x4d left, Matrix4 right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix addition
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2d which holds the result of the addition
- public static Matrix2x4d operator +(Matrix2x4d left, Matrix2x4d right)
- {
- return Add(left, right);
- }
-
- ///
- /// Matrix subtraction
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2x4d which holds the result of the subtraction
- public static Matrix2x4d operator -(Matrix2x4d left, Matrix2x4d right)
- {
- return Subtract(left, right);
- }
-
- ///
- /// Compares two instances for equality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left equals right; false otherwise.
- public static bool operator ==(Matrix2x4d left, Matrix2x4d right)
- {
- return left.Equals(right);
- }
-
- ///
- /// Compares two instances for inequality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left does not equal right; false otherwise.
- public static bool operator !=(Matrix2x4d left, Matrix2x4d right)
- {
- return !left.Equals(right);
- }
-
- #endregion
-
- #region Overrides
-
- #region public override string ToString()
-
- ///
- /// Returns a System.String that represents the current Matrix4.
- ///
- /// The string representation of the matrix.
- public override string ToString()
- {
- return String.Format("{0}\n{1}", Row0, Row1);
- }
-
- #endregion
-
- #region public override int GetHashCode()
-
- ///
- /// Returns the hashcode for this instance.
- ///
- /// A System.Int32 containing the unique hashcode for this instance.
- public override int GetHashCode()
- {
- return Row0.GetHashCode() ^ Row1.GetHashCode();
- }
-
- #endregion
-
- #region public override bool Equals(object obj)
-
- ///
- /// Indicates whether this instance and a specified object are equal.
- ///
- /// The object to compare to.
- /// True if the instances are equal; false otherwise.
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix2x4d))
- return false;
-
- return this.Equals((Matrix2x4d)obj);
- }
-
- #endregion
-
- #endregion
-
- #endregion
-
- #region IEquatable Members
-
- ///
- /// Indicates whether the current matrix is equal to another matrix.
- ///
- /// An matrix to compare with this matrix.
- /// true if the current matrix is equal to the matrix parameter; otherwise, false.
- public bool Equals(Matrix2x4d other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1;
- }
-
- #endregion
- }
+ ///
+ /// Represents a 2x4 matrix.
+ ///
+ public struct Matrix2x4d : IEquatable
+ {
+ #region Fields
+
+ ///
+ /// Top row of the matrix.
+ ///
+ public Vector4d Row0;
+
+ ///
+ /// Bottom row of the matrix.
+ ///
+ public Vector4d Row1;
+
+ ///
+ /// The zero matrix.
+ ///
+ public static readonly Matrix2x4d Zero = new Matrix2x4d(Vector4d.Zero, Vector4d.Zero);
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// Top row of the matrix.
+ /// Bottom row of the matrix.
+ public Matrix2x4d(Vector4d row0, Vector4d row1)
+ {
+ Row0 = row0;
+ Row1 = row1;
+ }
+
+ ///
+ /// Constructs a new instance
+ ///
+ /// First item of the first row of the matrix.
+ /// Second item of the first row of the matrix.
+ /// Third item of the first row of the matrix.
+ /// Fourth item of the first row of the matrix.
+ /// First item of the second row of the matrix.
+ /// Second item of the second row of the matrix.
+ /// Third item of the second row of the matrix.
+ /// Fourth item of the second row of the matrix.
+ public Matrix2x4d(
+ double m00, double m01, double m02, double m03,
+ double m10, double m11, double m12, double m13)
+ {
+ Row0 = new Vector4d(m00, m01, m02, m03);
+ Row1 = new Vector4d(m10, m11, m12, m13);
+ }
+
+ #endregion
+
+ #region Public Members
+
+ #region Properties
+
+ ///
+ /// Gets or sets the first column of the matrix.
+ ///
+ public Vector2d Column0
+ {
+ get { return new Vector2d(Row0.X, Row1.X); }
+ set { Row0.X = value.X; Row1.X = value.Y; }
+ }
+
+ ///
+ /// Gets or sets the second column of the matrix.
+ ///
+ public Vector2d Column1
+ {
+ get { return new Vector2d(Row0.Y, Row1.Y); }
+ set { Row0.Y = value.X; Row1.Y = value.Y; }
+ }
+
+ ///
+ /// Gets or sets the third column of the matrix.
+ ///
+ public Vector2d Column2
+ {
+ get { return new Vector2d(Row0.Z, Row1.Z); }
+ set { Row0.Z = value.X; Row1.Z = value.Y; }
+ }
+
+ ///
+ /// Gets or sets the fourth column of the matrix.
+ ///
+ public Vector2d Column3
+ {
+ get { return new Vector2d(Row0.W, Row1.W); }
+ set { Row0.W = value.X; Row1.W = value.Y; }
+ }
+
+ ///
+ /// Gets or sets the value at row 1, column 1 of this instance.
+ ///
+ public double M11 { get { return Row0.X; } set { Row0.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 2 of this instance.
+ ///
+ public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 3 of this instance.
+ ///
+ public double M13 { get { return Row0.Z; } set { Row0.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 4 of this instance.
+ ///
+ public double M14 { get { return Row0.W; } set { Row0.W = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 1 of this instance.
+ ///
+ public double M21 { get { return Row1.X; } set { Row1.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 2 of this instance.
+ ///
+ public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 3 of this instance.
+ ///
+ public double M23 { get { return Row1.Z; } set { Row1.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 4 of this instance.
+ ///
+ public double M24 { get { return Row1.W; } set { Row1.W = value; } }
+
+ #endregion
+
+ #region Indexers
+
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public double this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
+
+ #endregion
+
+ #region Static
+
+ #region CreateRotation
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix2x4d instance.
+ public static void CreateRotation(double angle, out Matrix2x4d result)
+ {
+ double cos = System.Math.Cos(angle);
+ double sin = System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row0.Z = 0;
+ result.Row0.W = 0;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
+ result.Row1.Z = 0;
+ result.Row1.W = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix2x3d instance.
+ public static Matrix2x4d CreateRotation(double angle)
+ {
+ Matrix2x4d result;
+ CreateRotation(angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateScale
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x, y, and z axes.
+ /// A scale matrix.
+ public static void CreateScale(double scale, out Matrix2x4d result)
+ {
+ result.Row0.X = scale;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale;
+ result.Row1.Z = 0;
+ result.Row1.W = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x and y axes.
+ /// A scale matrix.
+ public static Matrix2x4d CreateScale(double scale)
+ {
+ Matrix2x4d result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static void CreateScale(Vector2d scale, out Matrix2x4d result)
+ {
+ result.Row0.X = scale.X;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale.Y;
+ result.Row1.Z = 0;
+ result.Row1.W = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static Matrix2x4d CreateScale(Vector2d scale)
+ {
+ Matrix2x4d result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static void CreateScale(double x, double y, out Matrix2x4d result)
+ {
+ result.Row0.X = x;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = y;
+ result.Row1.Z = 0;
+ result.Row1.W = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static Matrix2x4d CreateScale(double x, double y)
+ {
+ Matrix2x4d result;
+ CreateScale(x, y, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Multiply Functions
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2x4d left, double right, out Matrix2x4d result)
+ {
+ result.Row0.X = left.Row0.X * right;
+ result.Row0.Y = left.Row0.Y * right;
+ result.Row0.Z = left.Row0.Z * right;
+ result.Row0.W = left.Row0.W * right;
+ result.Row1.X = left.Row1.X * right;
+ result.Row1.Y = left.Row1.Y * right;
+ result.Row1.Z = left.Row1.Z * right;
+ result.Row1.W = left.Row1.W * right;
+ }
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2x4d Mult(Matrix2x4d left, double right)
+ {
+ Matrix2x4d result;
+ Mult(ref left, right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2x4d left, ref Matrix4x2 right, out Matrix2d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y,
+ rM41 = right.Row3.X, rM42 = right.Row3.Y;
+
+ result.Row0.X = (((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31)) + (lM14 * rM41);
+ result.Row0.Y = (((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rM32)) + (lM14 * rM42);
+ result.Row1.X = (((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31)) + (lM24 * rM41);
+ result.Row1.Y = (((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rM32)) + (lM24 * rM42);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2d Mult(Matrix2x4d left, Matrix4x2 right)
+ {
+ Matrix2d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2x4d left, ref Matrix4x3 right, out Matrix2x3d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
+ rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
+
+ result.Row0.X = (((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31)) + (lM14 * rM41);
+ result.Row0.Y = (((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rM32)) + (lM14 * rM42);
+ result.Row0.Z = (((lM11 * rM13) + (lM12 * rM23)) + (lM13 * rM33)) + (lM14 * rM43);
+ result.Row1.X = (((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31)) + (lM24 * rM41);
+ result.Row1.Y = (((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rM32)) + (lM24 * rM42);
+ result.Row1.Z = (((lM21 * rM13) + (lM22 * rM23)) + (lM23 * rM33)) + (lM24 * rM43);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2x3d Mult(Matrix2x4d left, Matrix4x3 right)
+ {
+ Matrix2x3d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix2x4d left, ref Matrix4 right, out Matrix2x4d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W,
+ rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z, rM44 = right.Row3.W;
+
+ result.Row0.X = (((lM11 * rM11) + (lM12 * rM21)) + (lM13 * rM31)) + (lM14 * rM41);
+ result.Row0.Y = (((lM11 * rM12) + (lM12 * rM22)) + (lM13 * rM32)) + (lM14 * rM42);
+ result.Row0.Z = (((lM11 * rM13) + (lM12 * rM23)) + (lM13 * rM33)) + (lM14 * rM43);
+ result.Row0.W = (((lM11 * rM14) + (lM12 * rM24)) + (lM13 * rM34)) + (lM14 * rM44);
+ result.Row1.X = (((lM21 * rM11) + (lM22 * rM21)) + (lM23 * rM31)) + (lM24 * rM41);
+ result.Row1.Y = (((lM21 * rM12) + (lM22 * rM22)) + (lM23 * rM32)) + (lM24 * rM42);
+ result.Row1.Z = (((lM21 * rM13) + (lM22 * rM23)) + (lM23 * rM33)) + (lM24 * rM43);
+ result.Row1.W = (((lM21 * rM14) + (lM22 * rM24)) + (lM23 * rM34)) + (lM24 * rM44);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix2x4d Mult(Matrix2x4d left, Matrix4 right)
+ {
+ Matrix2x4d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Add
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static void Add(ref Matrix2x4d left, ref Matrix2x4d right, out Matrix2x4d result)
+ {
+ result.Row0.X = left.Row0.X + right.Row0.X;
+ result.Row0.Y = left.Row0.Y + right.Row0.Y;
+ result.Row0.Z = left.Row0.Z + right.Row0.Z;
+ result.Row0.W = left.Row0.W + right.Row0.W;
+ result.Row1.X = left.Row1.X + right.Row1.X;
+ result.Row1.Y = left.Row1.Y + right.Row1.Y;
+ result.Row1.Z = left.Row1.Z + right.Row1.Z;
+ result.Row1.W = left.Row1.W + right.Row1.W;
+ }
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static Matrix2x4d Add(Matrix2x4d left, Matrix2x4d right)
+ {
+ Matrix2x4d result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Subtract
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static void Subtract(ref Matrix2x4d left, ref Matrix2x4d right, out Matrix2x4d result)
+ {
+ result.Row0.X = left.Row0.X - right.Row0.X;
+ result.Row0.Y = left.Row0.Y - right.Row0.Y;
+ result.Row0.Z = left.Row0.Z - right.Row0.Z;
+ result.Row0.W = left.Row0.W - right.Row0.W;
+ result.Row1.X = left.Row1.X - right.Row1.X;
+ result.Row1.Y = left.Row1.Y - right.Row1.Y;
+ result.Row1.Z = left.Row1.Z - right.Row1.Z;
+ result.Row1.W = left.Row1.W - right.Row1.W;
+ }
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static Matrix2x4d Subtract(Matrix2x4d left, Matrix2x4d right)
+ {
+ Matrix2x4d result;
+ Subtract(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Transpose
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static void Transpose(ref Matrix2x4d mat, out Matrix4x2d result)
+ {
+ result.Row0.X = mat.Row0.X;
+ result.Row0.Y = mat.Row1.X;
+ result.Row1.X = mat.Row0.Y;
+ result.Row1.Y = mat.Row1.Y;
+ result.Row2.X = mat.Row0.Z;
+ result.Row2.Y = mat.Row1.Z;
+ result.Row3.X = mat.Row0.W;
+ result.Row3.Y = mat.Row1.W;
+ }
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static Matrix4x2d Transpose(Matrix2x4d mat)
+ {
+ Matrix4x2d result;
+ Transpose(ref mat, out result);
+ return result;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Operators
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x4d which holds the result of the multiplication
+ public static Matrix2x4d operator *(double left, Matrix2x4d right)
+ {
+ return Mult(right, left);
+ }
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x4d which holds the result of the multiplication
+ public static Matrix2x4d operator *(Matrix2x4d left, double right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2d which holds the result of the multiplication
+ public static Matrix2d operator *(Matrix2x4d left, Matrix4x2 right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x3d which holds the result of the multiplication
+ public static Matrix2x3d operator *(Matrix2x4d left, Matrix4x3 right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x4d which holds the result of the multiplication
+ public static Matrix2x4d operator *(Matrix2x4d left, Matrix4 right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix addition
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2d which holds the result of the addition
+ public static Matrix2x4d operator +(Matrix2x4d left, Matrix2x4d right)
+ {
+ return Add(left, right);
+ }
+
+ ///
+ /// Matrix subtraction
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2x4d which holds the result of the subtraction
+ public static Matrix2x4d operator -(Matrix2x4d left, Matrix2x4d right)
+ {
+ return Subtract(left, right);
+ }
+
+ ///
+ /// Compares two instances for equality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left equals right; false otherwise.
+ public static bool operator ==(Matrix2x4d left, Matrix2x4d right)
+ {
+ return left.Equals(right);
+ }
+
+ ///
+ /// Compares two instances for inequality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left does not equal right; false otherwise.
+ public static bool operator !=(Matrix2x4d left, Matrix2x4d right)
+ {
+ return !left.Equals(right);
+ }
+
+ #endregion
+
+ #region Overrides
+
+ #region public override string ToString()
+
+ ///
+ /// Returns a System.String that represents the current Matrix4.
+ ///
+ /// The string representation of the matrix.
+ public override string ToString()
+ {
+ return String.Format("{0}\n{1}", Row0, Row1);
+ }
+
+ #endregion
+
+ #region public override int GetHashCode()
+
+ ///
+ /// Returns the hashcode for this instance.
+ ///
+ /// A System.Int32 containing the unique hashcode for this instance.
+ public override int GetHashCode()
+ {
+ return Row0.GetHashCode() ^ Row1.GetHashCode();
+ }
+
+ #endregion
+
+ #region public override bool Equals(object obj)
+
+ ///
+ /// Indicates whether this instance and a specified object are equal.
+ ///
+ /// The object to compare to.
+ /// True if the instances are equal; false otherwise.
+ public override bool Equals(object obj)
+ {
+ if (!(obj is Matrix2x4d))
+ return false;
+
+ return this.Equals((Matrix2x4d)obj);
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+
+ #region IEquatable Members
+
+ ///
+ /// Indicates whether the current matrix is equal to another matrix.
+ ///
+ /// An matrix to compare with this matrix.
+ /// true if the current matrix is equal to the matrix parameter; otherwise, false.
+ public bool Equals(Matrix2x4d other)
+ {
+ return
+ Row0 == other.Row0 &&
+ Row1 == other.Row1;
+ }
+
+ #endregion
+ }
}
diff --git a/Source/OpenTK/Math/Matrix3x2d.cs b/Source/OpenTK/Math/Matrix3x2d.cs
index ac82a2ec..76c0a531 100644
--- a/Source/OpenTK/Math/Matrix3x2d.cs
+++ b/Source/OpenTK/Math/Matrix3x2d.cs
@@ -27,689 +27,689 @@ using System.Runtime.InteropServices;
namespace OpenTK
{
- ///
- /// Represents a 3x2 matrix.
- ///
- public struct Matrix3x2d : IEquatable
- {
- #region Fields
-
- ///
- /// Top row of the matrix.
- ///
- public Vector2d Row0;
-
- ///
- /// Second row of the matrix.
- ///
- public Vector2d Row1;
-
- ///
- /// Bottom row of the matrix.
- ///
- public Vector2d Row2;
-
- ///
- /// The zero matrix.
- ///
- public static readonly Matrix3x2d Zero = new Matrix3x2d(Vector2d.Zero, Vector2d.Zero, Vector2d.Zero);
-
- #endregion
-
- #region Constructors
-
- ///
- /// Constructs a new instance.
- ///
- /// Top row of the matrix.
- /// Second row of the matrix.
- /// Bottom row of the matrix.
- public Matrix3x2d(Vector2d row0, Vector2d row1, Vector2d row2)
- {
- Row0 = row0;
- Row1 = row1;
- Row2 = row2;
- }
-
- ///
- /// Constructs a new instance
- ///
- /// First item of the first row of the matrix.
- /// Second item of the first row of the matrix.
- /// First item of the second row of the matrix.
- /// Second item of the second row of the matrix.
- /// First item of the third row of the matrix.
- /// Second item of the third row of the matrix.
- public Matrix3x2d(
- double m00, double m01,
- double m10, double m11,
- double m20, double m21)
- {
- Row0 = new Vector2d(m00, m01);
- Row1 = new Vector2d(m10, m11);
- Row2 = new Vector2d(m20, m21);
- }
-
- #endregion
-
- #region Public Members
-
- #region Properties
-
- ///
- /// Gets or sets the first column of this matrix.
- ///
- public Vector3d Column0
- {
- get { return new Vector3d(Row0.X, Row1.X, Row2.X); }
- set { Row0.X = value.X; Row1.X = value.Y; Row2.X = value.Z; }
- }
-
- ///
- /// Gets or sets the second column of this matrix.
- ///
- public Vector3d Column1
- {
- get { return new Vector3d(Row0.Y, Row1.Y, Row2.Y); }
- set { Row0.Y = value.X; Row1.Y = value.Y; Row2.Y = value.Z; }
- }
-
- ///
- /// Gets or sets the value at row 1, column 1 of this instance.
- ///
- public double M11 { get { return Row0.X; } set { Row0.X = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 2 of this instance.
- ///
- public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 1 of this instance.
- ///
- public double M21 { get { return Row1.X; } set { Row1.X = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 2 of this instance.
- ///
- public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 1 of this instance.
- ///
- public double M31 { get { return Row2.X; } set { Row2.X = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 2 of this instance.
- ///
- public double M32 { get { return Row2.Y; } set { Row2.Y = value; } }
-
- #endregion
-
- #region Indexers
-
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public double this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- else if (rowIndex == 2) return Row2[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- else if (rowIndex == 2) Row2[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
-
- #endregion
-
- #region Instance
- #endregion
-
- #region Static
-
- #region CreateRotation
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix3x2d instance.
- public static void CreateRotation(double angle, out Matrix3x2d result)
- {
- double cos = System.Math.Cos(angle);
- double sin = System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = sin;
- result.Row1.X = -sin;
- result.Row1.Y = cos;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- }
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix3x2d instance.
- public static Matrix3x2d CreateRotation(double angle)
- {
- Matrix3x2d result;
- CreateRotation(angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateScale
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x, y, and z axes.
- /// A scale matrix.
- public static void CreateScale(double scale, out Matrix3x2d result)
- {
- result.Row0.X = scale;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x and y axes.
- /// A scale matrix.
- public static Matrix3x2d CreateScale(double scale)
- {
- Matrix3x2d result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static void CreateScale(Vector2d scale, out Matrix3x2d result)
- {
- result.Row0.X = scale.X;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale.Y;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static Matrix3x2d CreateScale(Vector2d scale)
- {
- Matrix3x2d result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static void CreateScale(double x, double y, out Matrix3x2d result)
- {
- result.Row0.X = x;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = y;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static Matrix3x2d CreateScale(double x, double y)
- {
- Matrix3x2d result;
- CreateScale(x, y, out result);
- return result;
- }
-
- #endregion
-
- #region Multiply Functions
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix3x2d left, double right, out Matrix3x2d result)
- {
- result.Row0.X = left.Row0.X * right;
- result.Row0.Y = left.Row0.Y * right;
- result.Row1.X = left.Row1.X * right;
- result.Row1.Y = left.Row1.Y * right;
- result.Row2.X = left.Row2.X * right;
- result.Row2.Y = left.Row2.Y * right;
- }
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix3x2d Mult(Matrix3x2d left, double right)
- {
- Matrix3x2d result;
- Mult(ref left, right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix3x2d left, ref Matrix2d right, out Matrix3x2d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- lM31 = left.Row2.X, lM32 = left.Row2.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y,
- rM21 = right.Row1.X, rM22 = right.Row1.Y;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix3x2d Mult(Matrix3x2d left, Matrix2d right)
- {
- Matrix3x2d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix3x2d left, ref Matrix2x3d right, out Matrix3d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- lM31 = left.Row2.X, lM32 = left.Row2.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix3d Mult(Matrix3x2d left, Matrix2x3d right)
- {
- Matrix3d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix3x2d left, ref Matrix2x4d right, out Matrix3x4d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- lM31 = left.Row2.X, lM32 = left.Row2.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
- result.Row0.W = (lM11 * rM14) + (lM12 * rM24);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
- result.Row1.W = (lM21 * rM14) + (lM22 * rM24);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
- result.Row2.W = (lM31 * rM14) + (lM32 * rM24);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix3x4d Mult(Matrix3x2d left, Matrix2x4d right)
- {
- Matrix3x4d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Add
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static void Add(ref Matrix3x2d left, ref Matrix3x2d right, out Matrix3x2d result)
- {
- result.Row0.X = left.Row0.X + right.Row0.X;
- result.Row0.Y = left.Row0.Y + right.Row0.Y;
- result.Row1.X = left.Row1.X + right.Row1.X;
- result.Row1.Y = left.Row1.Y + right.Row1.Y;
- result.Row2.X = left.Row2.X + right.Row2.X;
- result.Row2.Y = left.Row2.Y + right.Row2.Y;
- }
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static Matrix3x2d Add(Matrix3x2d left, Matrix3x2d right)
- {
- Matrix3x2d result;
- Add(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Subtract
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static void Subtract(ref Matrix3x2d left, ref Matrix3x2d right, out Matrix3x2d result)
- {
- result.Row0.X = left.Row0.X - right.Row0.X;
- result.Row0.Y = left.Row0.Y - right.Row0.Y;
- result.Row1.X = left.Row1.X - right.Row1.X;
- result.Row1.Y = left.Row1.Y - right.Row1.Y;
- result.Row2.X = left.Row2.X - right.Row2.X;
- result.Row2.Y = left.Row2.Y - right.Row2.Y;
- }
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static Matrix3x2d Subtract(Matrix3x2d left, Matrix3x2d right)
- {
- Matrix3x2d result;
- Subtract(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Transpose
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static void Transpose(ref Matrix3x2d mat, out Matrix2x3d result)
- {
- result.Row0.X = mat.Row0.X;
- result.Row0.Y = mat.Row1.X;
- result.Row0.Z = mat.Row2.X;
- result.Row1.X = mat.Row0.Y;
- result.Row1.Y = mat.Row1.Y;
- result.Row1.Z = mat.Row2.Y;
- }
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static Matrix2x3d Transpose(Matrix3x2d mat)
- {
- Matrix2x3d result;
- Transpose(ref mat, out result);
- return result;
- }
-
- #endregion
-
- #endregion
-
- #region Operators
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix3x2d which holds the result of the multiplication
- public static Matrix3x2d operator *(double left, Matrix3x2d right)
- {
- return Mult(right, left);
- }
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix3x2d which holds the result of the multiplication
- public static Matrix3x2d operator *(Matrix3x2d left, double right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix3x2d which holds the result of the multiplication
- public static Matrix3x2d operator *(Matrix3x2d left, Matrix2d right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix3d which holds the result of the multiplication
- public static Matrix3d operator *(Matrix3x2d left, Matrix2x3d right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix3x4 which holds the result of the multiplication
- public static Matrix3x4d operator *(Matrix3x2d left, Matrix2x4d right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix addition
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix3x2d which holds the result of the addition
- public static Matrix3x2d operator +(Matrix3x2d left, Matrix3x2d right)
- {
- return Add(left, right);
- }
-
- ///
- /// Matrix subtraction
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix3x2d which holds the result of the subtraction
- public static Matrix3x2d operator -(Matrix3x2d left, Matrix3x2d right)
- {
- return Subtract(left, right);
- }
-
- ///
- /// Compares two instances for equality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left equals right; false otherwise.
- public static bool operator ==(Matrix3x2d left, Matrix3x2d right)
- {
- return left.Equals(right);
- }
-
- ///
- /// Compares two instances for inequality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left does not equal right; false otherwise.
- public static bool operator !=(Matrix3x2d left, Matrix3x2d right)
- {
- return !left.Equals(right);
- }
-
- #endregion
-
- #region Overrides
-
- #region public override string ToString()
-
- ///
- /// Returns a System.String that represents the current Matrix3d.
- ///
- /// The string representation of the matrix.
- public override string ToString()
- {
- return String.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
- }
-
- #endregion
-
- #region public override int GetHashCode()
-
- ///
- /// Returns the hashcode for this instance.
- ///
- /// A System.Int32 containing the unique hashcode for this instance.
- public override int GetHashCode()
- {
- return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
- }
-
- #endregion
-
- #region public override bool Equals(object obj)
-
- ///
- /// Indicates whether this instance and a specified object are equal.
- ///
- /// The object to compare to.
- /// True if the instances are equal; false otherwise.
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix3x2d))
- return false;
-
- return this.Equals((Matrix3x2d)obj);
- }
-
- #endregion
-
- #endregion
-
- #endregion
-
- #region IEquatable Members
-
- ///
- /// Indicates whether the current matrix is equal to another matrix.
- ///
- /// An matrix to compare with this matrix.
- /// true if the current matrix is equal to the matrix parameter; otherwise, false.
- public bool Equals(Matrix3x2d other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1 &&
- Row2 == other.Row2;
- }
-
- #endregion
- }
+ ///
+ /// Represents a 3x2 matrix.
+ ///
+ public struct Matrix3x2d : IEquatable
+ {
+ #region Fields
+
+ ///
+ /// Top row of the matrix.
+ ///
+ public Vector2d Row0;
+
+ ///
+ /// Second row of the matrix.
+ ///
+ public Vector2d Row1;
+
+ ///
+ /// Bottom row of the matrix.
+ ///
+ public Vector2d Row2;
+
+ ///
+ /// The zero matrix.
+ ///
+ public static readonly Matrix3x2d Zero = new Matrix3x2d(Vector2d.Zero, Vector2d.Zero, Vector2d.Zero);
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// Top row of the matrix.
+ /// Second row of the matrix.
+ /// Bottom row of the matrix.
+ public Matrix3x2d(Vector2d row0, Vector2d row1, Vector2d row2)
+ {
+ Row0 = row0;
+ Row1 = row1;
+ Row2 = row2;
+ }
+
+ ///
+ /// Constructs a new instance
+ ///
+ /// First item of the first row of the matrix.
+ /// Second item of the first row of the matrix.
+ /// First item of the second row of the matrix.
+ /// Second item of the second row of the matrix.
+ /// First item of the third row of the matrix.
+ /// Second item of the third row of the matrix.
+ public Matrix3x2d(
+ double m00, double m01,
+ double m10, double m11,
+ double m20, double m21)
+ {
+ Row0 = new Vector2d(m00, m01);
+ Row1 = new Vector2d(m10, m11);
+ Row2 = new Vector2d(m20, m21);
+ }
+
+ #endregion
+
+ #region Public Members
+
+ #region Properties
+
+ ///
+ /// Gets or sets the first column of this matrix.
+ ///
+ public Vector3d Column0
+ {
+ get { return new Vector3d(Row0.X, Row1.X, Row2.X); }
+ set { Row0.X = value.X; Row1.X = value.Y; Row2.X = value.Z; }
+ }
+
+ ///
+ /// Gets or sets the second column of this matrix.
+ ///
+ public Vector3d Column1
+ {
+ get { return new Vector3d(Row0.Y, Row1.Y, Row2.Y); }
+ set { Row0.Y = value.X; Row1.Y = value.Y; Row2.Y = value.Z; }
+ }
+
+ ///
+ /// Gets or sets the value at row 1, column 1 of this instance.
+ ///
+ public double M11 { get { return Row0.X; } set { Row0.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 2 of this instance.
+ ///
+ public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 1 of this instance.
+ ///
+ public double M21 { get { return Row1.X; } set { Row1.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 2 of this instance.
+ ///
+ public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 1 of this instance.
+ ///
+ public double M31 { get { return Row2.X; } set { Row2.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 2 of this instance.
+ ///
+ public double M32 { get { return Row2.Y; } set { Row2.Y = value; } }
+
+ #endregion
+
+ #region Indexers
+
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public double this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ else if (rowIndex == 2) return Row2[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ else if (rowIndex == 2) Row2[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
+
+ #endregion
+
+ #region Instance
+ #endregion
+
+ #region Static
+
+ #region CreateRotation
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix3x2d instance.
+ public static void CreateRotation(double angle, out Matrix3x2d result)
+ {
+ double cos = System.Math.Cos(angle);
+ double sin = System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix3x2d instance.
+ public static Matrix3x2d CreateRotation(double angle)
+ {
+ Matrix3x2d result;
+ CreateRotation(angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateScale
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x, y, and z axes.
+ /// A scale matrix.
+ public static void CreateScale(double scale, out Matrix3x2d result)
+ {
+ result.Row0.X = scale;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x and y axes.
+ /// A scale matrix.
+ public static Matrix3x2d CreateScale(double scale)
+ {
+ Matrix3x2d result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static void CreateScale(Vector2d scale, out Matrix3x2d result)
+ {
+ result.Row0.X = scale.X;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale.Y;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static Matrix3x2d CreateScale(Vector2d scale)
+ {
+ Matrix3x2d result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static void CreateScale(double x, double y, out Matrix3x2d result)
+ {
+ result.Row0.X = x;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = y;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static Matrix3x2d CreateScale(double x, double y)
+ {
+ Matrix3x2d result;
+ CreateScale(x, y, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Multiply Functions
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix3x2d left, double right, out Matrix3x2d result)
+ {
+ result.Row0.X = left.Row0.X * right;
+ result.Row0.Y = left.Row0.Y * right;
+ result.Row1.X = left.Row1.X * right;
+ result.Row1.Y = left.Row1.Y * right;
+ result.Row2.X = left.Row2.X * right;
+ result.Row2.Y = left.Row2.Y * right;
+ }
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix3x2d Mult(Matrix3x2d left, double right)
+ {
+ Matrix3x2d result;
+ Mult(ref left, right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix3x2d left, ref Matrix2d right, out Matrix3x2d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix3x2d Mult(Matrix3x2d left, Matrix2d right)
+ {
+ Matrix3x2d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix3x2d left, ref Matrix2x3d right, out Matrix3d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix3d Mult(Matrix3x2d left, Matrix2x3d right)
+ {
+ Matrix3d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix3x2d left, ref Matrix2x4d right, out Matrix3x4d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
+ result.Row0.W = (lM11 * rM14) + (lM12 * rM24);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
+ result.Row1.W = (lM21 * rM14) + (lM22 * rM24);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
+ result.Row2.W = (lM31 * rM14) + (lM32 * rM24);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix3x4d Mult(Matrix3x2d left, Matrix2x4d right)
+ {
+ Matrix3x4d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Add
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static void Add(ref Matrix3x2d left, ref Matrix3x2d right, out Matrix3x2d result)
+ {
+ result.Row0.X = left.Row0.X + right.Row0.X;
+ result.Row0.Y = left.Row0.Y + right.Row0.Y;
+ result.Row1.X = left.Row1.X + right.Row1.X;
+ result.Row1.Y = left.Row1.Y + right.Row1.Y;
+ result.Row2.X = left.Row2.X + right.Row2.X;
+ result.Row2.Y = left.Row2.Y + right.Row2.Y;
+ }
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static Matrix3x2d Add(Matrix3x2d left, Matrix3x2d right)
+ {
+ Matrix3x2d result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Subtract
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static void Subtract(ref Matrix3x2d left, ref Matrix3x2d right, out Matrix3x2d result)
+ {
+ result.Row0.X = left.Row0.X - right.Row0.X;
+ result.Row0.Y = left.Row0.Y - right.Row0.Y;
+ result.Row1.X = left.Row1.X - right.Row1.X;
+ result.Row1.Y = left.Row1.Y - right.Row1.Y;
+ result.Row2.X = left.Row2.X - right.Row2.X;
+ result.Row2.Y = left.Row2.Y - right.Row2.Y;
+ }
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static Matrix3x2d Subtract(Matrix3x2d left, Matrix3x2d right)
+ {
+ Matrix3x2d result;
+ Subtract(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Transpose
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static void Transpose(ref Matrix3x2d mat, out Matrix2x3d result)
+ {
+ result.Row0.X = mat.Row0.X;
+ result.Row0.Y = mat.Row1.X;
+ result.Row0.Z = mat.Row2.X;
+ result.Row1.X = mat.Row0.Y;
+ result.Row1.Y = mat.Row1.Y;
+ result.Row1.Z = mat.Row2.Y;
+ }
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static Matrix2x3d Transpose(Matrix3x2d mat)
+ {
+ Matrix2x3d result;
+ Transpose(ref mat, out result);
+ return result;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Operators
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix3x2d which holds the result of the multiplication
+ public static Matrix3x2d operator *(double left, Matrix3x2d right)
+ {
+ return Mult(right, left);
+ }
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix3x2d which holds the result of the multiplication
+ public static Matrix3x2d operator *(Matrix3x2d left, double right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix3x2d which holds the result of the multiplication
+ public static Matrix3x2d operator *(Matrix3x2d left, Matrix2d right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix3d which holds the result of the multiplication
+ public static Matrix3d operator *(Matrix3x2d left, Matrix2x3d right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix3x4 which holds the result of the multiplication
+ public static Matrix3x4d operator *(Matrix3x2d left, Matrix2x4d right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix addition
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix3x2d which holds the result of the addition
+ public static Matrix3x2d operator +(Matrix3x2d left, Matrix3x2d right)
+ {
+ return Add(left, right);
+ }
+
+ ///
+ /// Matrix subtraction
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix3x2d which holds the result of the subtraction
+ public static Matrix3x2d operator -(Matrix3x2d left, Matrix3x2d right)
+ {
+ return Subtract(left, right);
+ }
+
+ ///
+ /// Compares two instances for equality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left equals right; false otherwise.
+ public static bool operator ==(Matrix3x2d left, Matrix3x2d right)
+ {
+ return left.Equals(right);
+ }
+
+ ///
+ /// Compares two instances for inequality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left does not equal right; false otherwise.
+ public static bool operator !=(Matrix3x2d left, Matrix3x2d right)
+ {
+ return !left.Equals(right);
+ }
+
+ #endregion
+
+ #region Overrides
+
+ #region public override string ToString()
+
+ ///
+ /// Returns a System.String that represents the current Matrix3d.
+ ///
+ /// The string representation of the matrix.
+ public override string ToString()
+ {
+ return String.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
+ }
+
+ #endregion
+
+ #region public override int GetHashCode()
+
+ ///
+ /// Returns the hashcode for this instance.
+ ///
+ /// A System.Int32 containing the unique hashcode for this instance.
+ public override int GetHashCode()
+ {
+ return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
+ }
+
+ #endregion
+
+ #region public override bool Equals(object obj)
+
+ ///
+ /// Indicates whether this instance and a specified object are equal.
+ ///
+ /// The object to compare to.
+ /// True if the instances are equal; false otherwise.
+ public override bool Equals(object obj)
+ {
+ if (!(obj is Matrix3x2d))
+ return false;
+
+ return this.Equals((Matrix3x2d)obj);
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+
+ #region IEquatable Members
+
+ ///
+ /// Indicates whether the current matrix is equal to another matrix.
+ ///
+ /// An matrix to compare with this matrix.
+ /// true if the current matrix is equal to the matrix parameter; otherwise, false.
+ public bool Equals(Matrix3x2d other)
+ {
+ return
+ Row0 == other.Row0 &&
+ Row1 == other.Row1 &&
+ Row2 == other.Row2;
+ }
+
+ #endregion
+ }
}
diff --git a/Source/OpenTK/Math/Matrix3x4.cs b/Source/OpenTK/Math/Matrix3x4.cs
index 418d7dba..1545debf 100644
--- a/Source/OpenTK/Math/Matrix3x4.cs
+++ b/Source/OpenTK/Math/Matrix3x4.cs
@@ -27,824 +27,824 @@ using System.Runtime.InteropServices;
namespace OpenTK
{
- ///
- /// Represents a 3x4 Matrix
- ///
- [Serializable]
- [StructLayout(LayoutKind.Sequential)]
- public struct Matrix3x4 : IEquatable
- {
- #region Fields
-
- ///
- /// Top row of the matrix
- ///
- public Vector4 Row0;
-
- ///
- /// 2nd row of the matrix
- ///
- public Vector4 Row1;
-
- ///
- /// Bottom row of the matrix
- ///
- public Vector4 Row2;
-
- ///
- /// The zero matrix
- ///
- public static Matrix3x4 Zero = new Matrix3x4(Vector4.Zero, Vector4.Zero, Vector4.Zero);
-
- #endregion
-
- #region Constructors
-
- ///
- /// Constructs a new instance.
- ///
- /// Top row of the matrix
- /// Second row of the matrix
- /// Bottom row of the matrix
- public Matrix3x4(Vector4 row0, Vector4 row1, Vector4 row2)
- {
- Row0 = row0;
- Row1 = row1;
- Row2 = row2;
- }
-
- ///
- /// Constructs a new instance.
- ///
- /// First item of the first row of the matrix.
- /// Second item of the first row of the matrix.
- /// Third item of the first row of the matrix.
- /// Fourth item of the first row of the matrix.
- /// First item of the second row of the matrix.
- /// Second item of the second row of the matrix.
- /// Third item of the second row of the matrix.
- /// Fourth item of the second row of the matrix.
- /// First item of the third row of the matrix.
- /// Second item of the third row of the matrix.
- /// Third item of the third row of the matrix.
- /// First item of the third row of the matrix.
- public Matrix3x4(
- float m00, float m01, float m02, float m03,
- float m10, float m11, float m12, float m13,
- float m20, float m21, float m22, float m23)
- {
- Row0 = new Vector4(m00, m01, m02, m03);
- Row1 = new Vector4(m10, m11, m12, m13);
- Row2 = new Vector4(m20, m21, m22, m23);
- }
-
- #endregion
-
- #region Public Members
-
- #region Properties
-
- ///
- /// Gets the first column of this matrix.
- ///
- public Vector3 Column0
- {
- get { return new Vector3(Row0.X, Row1.X, Row2.X); }
- }
-
- ///
- /// Gets the second column of this matrix.
- ///
- public Vector3 Column1
- {
- get { return new Vector3(Row0.Y, Row1.Y, Row2.Y); }
- }
-
- ///
- /// Gets the third column of this matrix.
- ///
- public Vector3 Column2
- {
- get { return new Vector3(Row0.Z, Row1.Z, Row2.Z); }
- }
-
- ///
- /// Gets the fourth column of this matrix.
- ///
- public Vector3 Column3
- {
- get { return new Vector3(Row0.W, Row1.W, Row2.W); }
- }
-
- ///
- /// Gets or sets the value at row 1, column 1 of this instance.
- ///
- public float M11 { get { return Row0.X; } set { Row0.X = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 2 of this instance.
- ///
- public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 3 of this instance.
- ///
- public float M13 { get { return Row0.Z; } set { Row0.Z = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 4 of this instance.
- ///
- public float M14 { get { return Row0.W; } set { Row0.W = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 1 of this instance.
- ///
- public float M21 { get { return Row1.X; } set { Row1.X = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 2 of this instance.
- ///
- public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 3 of this instance.
- ///
- public float M23 { get { return Row1.Z; } set { Row1.Z = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 4 of this instance.
- ///
- public float M24 { get { return Row1.W; } set { Row1.W = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 1 of this instance.
- ///
- public float M31 { get { return Row2.X; } set { Row2.X = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 2 of this instance.
- ///
- public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 3 of this instance.
- ///
- public float M33 { get { return Row2.Z; } set { Row2.Z = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 4 of this instance.
- ///
- public float M34 { get { return Row2.W; } set { Row2.W = value; } }
-
- #endregion
-
- #region Indexers
-
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public float this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- else if (rowIndex == 2) return Row2[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- else if (rowIndex == 2) Row2[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
-
- #endregion
-
- #region Instance
-
- #region public void Invert()
-
- public void Invert()
- {
- this = Matrix3x4.Invert(this);
- }
-
- #endregion
-
- #endregion
-
- #region Static
-
- #region CreateFromAxisAngle
-
- ///
- /// Build a rotation matrix from the specified axis/angle rotation.
- ///
- /// The axis to rotate about.
- /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
- /// A matrix instance.
- public static void CreateFromAxisAngle(Vector3 axis, float angle, out Matrix3x4 result)
- {
- axis.Normalize();
- float axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
-
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
- float t = 1.0f - cos;
-
- float tXX = t * axisX * axisX,
- tXY = t * axisX * axisY,
- tXZ = t * axisX * axisZ,
- tYY = t * axisY * axisY,
- tYZ = t * axisY * axisZ,
- tZZ = t * axisZ * axisZ;
-
- float sinX = sin * axisX,
- sinY = sin * axisY,
- sinZ = sin * axisZ;
-
- result.Row0.X = tXX + cos;
- result.Row0.Y = tXY - sinZ;
- result.Row0.Z = tXZ + sinY;
- result.Row0.W = 0;
- result.Row1.X = tXY + sinZ;
- result.Row1.Y = tYY + cos;
- result.Row1.Z = tYZ - sinX;
- result.Row1.W = 0;
- result.Row2.X = tXZ - sinY;
- result.Row2.Y = tYZ + sinX;
- result.Row2.Z = tZZ + cos;
- result.Row2.W = 0;
- }
-
- ///
- /// Build a rotation matrix from the specified axis/angle rotation.
- ///
- /// The axis to rotate about.
- /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
- /// A matrix instance.
- public static Matrix3x4 CreateFromAxisAngle(Vector3 axis, float angle)
- {
- Matrix3x4 result;
- CreateFromAxisAngle(axis, angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateFromQuaternion
-
- ///
- /// Builds a rotation matrix from a quaternion.
- ///
- /// The quaternion to rotate by.
- /// A matrix instance.
- public static void CreateFromQuaternion(ref Quaternion q, out Matrix3x4 result)
- {
- float x = q.X, y = q.Y, z = q.Z, w = q.W,
- tx = 2 * x, ty = 2 * y, tz = 2 * z,
- txx = tx * x, tyy = ty * y, tzz = tz * z,
- txy = tx * y, txz = tx * z, tyz = ty * z,
- txw = tx * w, tyw = ty * w, tzw = tz * w;
-
- result.Row0.X = 1f - (tyy + tzz);
- result.Row0.Y = txy + tzw;
- result.Row0.Z = txz - tyw;
- result.Row0.W = 0f;
- result.Row1.X = txy - tzw;
- result.Row1.Y = 1f - (txx + tzz);
- result.Row1.Z = tyz + txw;
- result.Row1.W = 0f;
- result.Row2.X = txz + tyw;
- result.Row2.Y = tyz - txw;
- result.Row2.Z = 1f - (txx + tyy);
- result.Row2.W = 0f;
-
- /*Vector3 axis;
- float angle;
- q.ToAxisAngle(out axis, out angle);
- CreateFromAxisAngle(axis, angle, out result);*/
- }
-
- ///
- /// Builds a rotation matrix from a quaternion.
- ///
- /// The quaternion to rotate by.
- /// A matrix instance.
- public static Matrix3x4 CreateFromQuaternion(Quaternion q)
- {
- Matrix3x4 result;
- CreateFromQuaternion(ref q, out result);
- return result;
- }
-
- #endregion
-
- #region CreateRotation[XYZ]
-
- ///
- /// Builds a rotation matrix for a rotation around the x-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static void CreateRotationX(float angle, out Matrix3x4 result)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
-
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = 0;
- result.Row1.X = 0;
- result.Row1.Y = cos;
- result.Row1.Z = sin;
- result.Row1.W = 0;
- result.Row2.X = 0;
- result.Row2.Y = -sin;
- result.Row2.Z = cos;
- result.Row2.W = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the x-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static Matrix3x4 CreateRotationX(float angle)
- {
- Matrix3x4 result;
- CreateRotationX(angle, out result);
- return result;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the y-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static void CreateRotationY(float angle, out Matrix3x4 result)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = 0;
- result.Row0.Z = -sin;
- result.Row0.W = 0;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row1.W = 0;
- result.Row2.X = sin;
- result.Row2.Y = 0;
- result.Row2.Z = cos;
- result.Row2.W = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the y-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static Matrix3x4 CreateRotationY(float angle)
- {
- Matrix3x4 result;
- CreateRotationY(angle, out result);
- return result;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the z-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static void CreateRotationZ(float angle, out Matrix3x4 result)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = sin;
- result.Row0.Z = 0;
- result.Row0.W = 0;
- result.Row1.X = -sin;
- result.Row1.Y = cos;
- result.Row1.Z = 0;
- result.Row1.W = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row2.W = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the z-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static Matrix3x4 CreateRotationZ(float angle)
- {
- Matrix3x4 result;
- CreateRotationZ(angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateTranslation
-
- ///
- /// Creates a translation matrix.
- ///
- /// X translation.
- /// Y translation.
- /// Z translation.
- /// The resulting Matrix4 instance.
- public static void CreateTranslation(float x, float y, float z, out Matrix3x4 result)
- {
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = x;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row1.W = y;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row2.W = z;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// The translation vector.
- /// The resulting Matrix4 instance.
- public static void CreateTranslation(ref Vector3 vector, out Matrix3x4 result)
- {
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = vector.X;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row1.W = vector.Y;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row2.W = vector.Z;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// X translation.
- /// Y translation.
- /// Z translation.
- /// The resulting Matrix4 instance.
- public static Matrix3x4 CreateTranslation(float x, float y, float z)
- {
- Matrix3x4 result;
- CreateTranslation(x, y, z, out result);
- return result;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// The translation vector.
- /// The resulting Matrix4 instance.
- public static Matrix3x4 CreateTranslation(Vector3 vector)
- {
- Matrix3x4 result;
- CreateTranslation(vector.X, vector.Y, vector.Z, out result);
- return result;
- }
-
- #endregion
-
- #region CreateScale
-
- ///
- /// Build a scaling matrix
- ///
- /// Single scale factor for x,y and z axes
- /// A scaling matrix
- public static Matrix3x4 CreateScale(float scale)
- {
- return CreateScale(scale, scale, scale);
- }
-
- ///
- /// Build a scaling matrix
- ///
- /// Scale factors for x,y and z axes
- /// A scaling matrix
- public static Matrix3x4 CreateScale(Vector3 scale)
- {
- return CreateScale(scale.X, scale.Y, scale.Z);
- }
-
- ///
- /// Build a scaling matrix
- ///
- /// Scale factor for x-axis
- /// Scale factor for y-axis
- /// Scale factor for z-axis
- /// A scaling matrix
- public static Matrix3x4 CreateScale(float x, float y, float z)
- {
- Matrix3x4 result;
- result.Row0.X = x;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = 0;
- result.Row1.X = 0;
- result.Row1.Y = y;
- result.Row1.Z = 0;
- result.Row1.W = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = z;
- result.Row2.W = 0;
- return result;
- }
-
- #endregion
-
- #region Multiply Functions
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication
- public static Matrix3 Mult(Matrix3x4 left, Matrix4x3 right)
- {
- Matrix3 result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication
- public static void Mult(ref Matrix3x4 left, ref Matrix4x3 right, out Matrix3 result)
- {
- float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
- lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
- rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
- rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + (lM14 * rM41);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + (lM14 * rM42);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + (lM14 * rM43);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + (lM24 * rM41);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + (lM24 * rM42);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + (lM24 * rM43);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + (lM34 * rM41);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + (lM34 * rM42);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + (lM34 * rM43);
- }
-
- public static Matrix3x4 Mult(Matrix3x4 left, Matrix3x4 right)
- {
- Matrix3x4 result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- public static void Mult(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
- {
- float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
- lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
- rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
- result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34) + lM14;
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
- result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34) + lM24;
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
- result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34) + lM34;
-
- /*result.Row0 = (right.Row0 * lM11 + right.Row1 * lM12 + right.Row2 * lM13);
- result.Row0.W += lM14;
-
- result.Row1 = (right.Row0 * lM21 + right.Row1 * lM22 + right.Row2 * lM23);
- result.Row1.W += lM24;
-
- result.Row2 = (right.Row0 * lM31 + right.Row1 * lM32 + right.Row2 * lM33);
- result.Row2.W += lM34;*/
- }
-
- public static Matrix3x4 Mult(Matrix3x4 left, float right)
- {
- Matrix3x4 result;
- Mult(ref left, right, out result);
- return result;
- }
-
- public static void Mult(ref Matrix3x4 left, float right, out Matrix3x4 result)
- {
- result.Row0 = left.Row0 * right;
- result.Row1 = left.Row1 * right;
- result.Row2 = left.Row2 * right;
- }
-
- #endregion
-
- #region Add Functions
-
- public static Matrix3x4 Add(Matrix3x4 left, Matrix3x4 right)
- {
- Matrix3x4 result;
- Add(ref left, ref right, out result);
- return result;
- }
-
- public static void Add(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
- {
- result.Row0 = left.Row0 + right.Row0;
- result.Row1 = left.Row1 + right.Row1;
- result.Row2 = left.Row2 + right.Row2;
- }
-
- #endregion
-
- #region Subtract Functions
-
- public static Matrix3x4 Subtract(Matrix3x4 left, Matrix3x4 right)
- {
- Matrix3x4 result;
- Subtract(ref left, ref right, out result);
- return result;
- }
-
- public static void Subtract(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
- {
- result.Row0 = left.Row0 - right.Row0;
- result.Row1 = left.Row1 - right.Row1;
- result.Row2 = left.Row2 - right.Row2;
- }
-
- #endregion
-
- #region Invert Functions
-
- public static Matrix3x4 Invert(Matrix3x4 mat)
- {
- Matrix3x4 result;
- Invert(ref mat, out result);
- return result;
- }
-
- public static void Invert(ref Matrix3x4 mat, out Matrix3x4 result)
- {
- Matrix3 inverseRotation = new Matrix3(mat.Column0, mat.Column1, mat.Column2);
- inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
- inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
- inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
-
- Vector3 translation = new Vector3(mat.Row0.W, mat.Row1.W, mat.Row2.W);
-
- result.Row0 = new Vector4(inverseRotation.Row0, -Vector3.Dot(inverseRotation.Row0, translation));
- result.Row1 = new Vector4(inverseRotation.Row1, -Vector3.Dot(inverseRotation.Row1, translation));
- result.Row2 = new Vector4(inverseRotation.Row2, -Vector3.Dot(inverseRotation.Row2, translation));
- }
+ ///
+ /// Represents a 3x4 Matrix
+ ///
+ [Serializable]
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Matrix3x4 : IEquatable
+ {
+ #region Fields
+
+ ///
+ /// Top row of the matrix
+ ///
+ public Vector4 Row0;
+
+ ///
+ /// 2nd row of the matrix
+ ///
+ public Vector4 Row1;
+
+ ///
+ /// Bottom row of the matrix
+ ///
+ public Vector4 Row2;
+
+ ///
+ /// The zero matrix
+ ///
+ public static Matrix3x4 Zero = new Matrix3x4(Vector4.Zero, Vector4.Zero, Vector4.Zero);
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// Top row of the matrix
+ /// Second row of the matrix
+ /// Bottom row of the matrix
+ public Matrix3x4(Vector4 row0, Vector4 row1, Vector4 row2)
+ {
+ Row0 = row0;
+ Row1 = row1;
+ Row2 = row2;
+ }
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// First item of the first row of the matrix.
+ /// Second item of the first row of the matrix.
+ /// Third item of the first row of the matrix.
+ /// Fourth item of the first row of the matrix.
+ /// First item of the second row of the matrix.
+ /// Second item of the second row of the matrix.
+ /// Third item of the second row of the matrix.
+ /// Fourth item of the second row of the matrix.
+ /// First item of the third row of the matrix.
+ /// Second item of the third row of the matrix.
+ /// Third item of the third row of the matrix.
+ /// First item of the third row of the matrix.
+ public Matrix3x4(
+ float m00, float m01, float m02, float m03,
+ float m10, float m11, float m12, float m13,
+ float m20, float m21, float m22, float m23)
+ {
+ Row0 = new Vector4(m00, m01, m02, m03);
+ Row1 = new Vector4(m10, m11, m12, m13);
+ Row2 = new Vector4(m20, m21, m22, m23);
+ }
+
+ #endregion
+
+ #region Public Members
+
+ #region Properties
+
+ ///
+ /// Gets the first column of this matrix.
+ ///
+ public Vector3 Column0
+ {
+ get { return new Vector3(Row0.X, Row1.X, Row2.X); }
+ }
+
+ ///
+ /// Gets the second column of this matrix.
+ ///
+ public Vector3 Column1
+ {
+ get { return new Vector3(Row0.Y, Row1.Y, Row2.Y); }
+ }
+
+ ///
+ /// Gets the third column of this matrix.
+ ///
+ public Vector3 Column2
+ {
+ get { return new Vector3(Row0.Z, Row1.Z, Row2.Z); }
+ }
+
+ ///
+ /// Gets the fourth column of this matrix.
+ ///
+ public Vector3 Column3
+ {
+ get { return new Vector3(Row0.W, Row1.W, Row2.W); }
+ }
+
+ ///
+ /// Gets or sets the value at row 1, column 1 of this instance.
+ ///
+ public float M11 { get { return Row0.X; } set { Row0.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 2 of this instance.
+ ///
+ public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 3 of this instance.
+ ///
+ public float M13 { get { return Row0.Z; } set { Row0.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 4 of this instance.
+ ///
+ public float M14 { get { return Row0.W; } set { Row0.W = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 1 of this instance.
+ ///
+ public float M21 { get { return Row1.X; } set { Row1.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 2 of this instance.
+ ///
+ public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 3 of this instance.
+ ///
+ public float M23 { get { return Row1.Z; } set { Row1.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 4 of this instance.
+ ///
+ public float M24 { get { return Row1.W; } set { Row1.W = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 1 of this instance.
+ ///
+ public float M31 { get { return Row2.X; } set { Row2.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 2 of this instance.
+ ///
+ public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 3 of this instance.
+ ///
+ public float M33 { get { return Row2.Z; } set { Row2.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 4 of this instance.
+ ///
+ public float M34 { get { return Row2.W; } set { Row2.W = value; } }
+
+ #endregion
+
+ #region Indexers
+
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public float this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ else if (rowIndex == 2) return Row2[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ else if (rowIndex == 2) Row2[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
+
+ #endregion
+
+ #region Instance
+
+ #region public void Invert()
+
+ public void Invert()
+ {
+ this = Matrix3x4.Invert(this);
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Static
+
+ #region CreateFromAxisAngle
+
+ ///
+ /// Build a rotation matrix from the specified axis/angle rotation.
+ ///
+ /// The axis to rotate about.
+ /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
+ /// A matrix instance.
+ public static void CreateFromAxisAngle(Vector3 axis, float angle, out Matrix3x4 result)
+ {
+ axis.Normalize();
+ float axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
+
+ float cos = (float)System.Math.Cos(angle);
+ float sin = (float)System.Math.Sin(angle);
+ float t = 1.0f - cos;
+
+ float tXX = t * axisX * axisX,
+ tXY = t * axisX * axisY,
+ tXZ = t * axisX * axisZ,
+ tYY = t * axisY * axisY,
+ tYZ = t * axisY * axisZ,
+ tZZ = t * axisZ * axisZ;
+
+ float sinX = sin * axisX,
+ sinY = sin * axisY,
+ sinZ = sin * axisZ;
+
+ result.Row0.X = tXX + cos;
+ result.Row0.Y = tXY - sinZ;
+ result.Row0.Z = tXZ + sinY;
+ result.Row0.W = 0;
+ result.Row1.X = tXY + sinZ;
+ result.Row1.Y = tYY + cos;
+ result.Row1.Z = tYZ - sinX;
+ result.Row1.W = 0;
+ result.Row2.X = tXZ - sinY;
+ result.Row2.Y = tYZ + sinX;
+ result.Row2.Z = tZZ + cos;
+ result.Row2.W = 0;
+ }
+
+ ///
+ /// Build a rotation matrix from the specified axis/angle rotation.
+ ///
+ /// The axis to rotate about.
+ /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
+ /// A matrix instance.
+ public static Matrix3x4 CreateFromAxisAngle(Vector3 axis, float angle)
+ {
+ Matrix3x4 result;
+ CreateFromAxisAngle(axis, angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateFromQuaternion
+
+ ///
+ /// Builds a rotation matrix from a quaternion.
+ ///
+ /// The quaternion to rotate by.
+ /// A matrix instance.
+ public static void CreateFromQuaternion(ref Quaternion q, out Matrix3x4 result)
+ {
+ float x = q.X, y = q.Y, z = q.Z, w = q.W,
+ tx = 2 * x, ty = 2 * y, tz = 2 * z,
+ txx = tx * x, tyy = ty * y, tzz = tz * z,
+ txy = tx * y, txz = tx * z, tyz = ty * z,
+ txw = tx * w, tyw = ty * w, tzw = tz * w;
+
+ result.Row0.X = 1f - (tyy + tzz);
+ result.Row0.Y = txy + tzw;
+ result.Row0.Z = txz - tyw;
+ result.Row0.W = 0f;
+ result.Row1.X = txy - tzw;
+ result.Row1.Y = 1f - (txx + tzz);
+ result.Row1.Z = tyz + txw;
+ result.Row1.W = 0f;
+ result.Row2.X = txz + tyw;
+ result.Row2.Y = tyz - txw;
+ result.Row2.Z = 1f - (txx + tyy);
+ result.Row2.W = 0f;
+
+ /*Vector3 axis;
+ float angle;
+ q.ToAxisAngle(out axis, out angle);
+ CreateFromAxisAngle(axis, angle, out result);*/
+ }
+
+ ///
+ /// Builds a rotation matrix from a quaternion.
+ ///
+ /// The quaternion to rotate by.
+ /// A matrix instance.
+ public static Matrix3x4 CreateFromQuaternion(Quaternion q)
+ {
+ Matrix3x4 result;
+ CreateFromQuaternion(ref q, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateRotation[XYZ]
+
+ ///
+ /// Builds a rotation matrix for a rotation around the x-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static void CreateRotationX(float angle, out Matrix3x4 result)
+ {
+ float cos = (float)System.Math.Cos(angle);
+ float sin = (float)System.Math.Sin(angle);
+
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = cos;
+ result.Row1.Z = sin;
+ result.Row1.W = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = -sin;
+ result.Row2.Z = cos;
+ result.Row2.W = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the x-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static Matrix3x4 CreateRotationX(float angle)
+ {
+ Matrix3x4 result;
+ CreateRotationX(angle, out result);
+ return result;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the y-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static void CreateRotationY(float angle, out Matrix3x4 result)
+ {
+ float cos = (float)System.Math.Cos(angle);
+ float sin = (float)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = 0;
+ result.Row0.Z = -sin;
+ result.Row0.W = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row1.W = 0;
+ result.Row2.X = sin;
+ result.Row2.Y = 0;
+ result.Row2.Z = cos;
+ result.Row2.W = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the y-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static Matrix3x4 CreateRotationY(float angle)
+ {
+ Matrix3x4 result;
+ CreateRotationY(angle, out result);
+ return result;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the z-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static void CreateRotationZ(float angle, out Matrix3x4 result)
+ {
+ float cos = (float)System.Math.Cos(angle);
+ float sin = (float)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row0.Z = 0;
+ result.Row0.W = 0;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
+ result.Row1.Z = 0;
+ result.Row1.W = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row2.W = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the z-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static Matrix3x4 CreateRotationZ(float angle)
+ {
+ Matrix3x4 result;
+ CreateRotationZ(angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateTranslation
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// X translation.
+ /// Y translation.
+ /// Z translation.
+ /// The resulting Matrix4 instance.
+ public static void CreateTranslation(float x, float y, float z, out Matrix3x4 result)
+ {
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = x;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row1.W = y;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row2.W = z;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// The translation vector.
+ /// The resulting Matrix4 instance.
+ public static void CreateTranslation(ref Vector3 vector, out Matrix3x4 result)
+ {
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = vector.X;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row1.W = vector.Y;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row2.W = vector.Z;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// X translation.
+ /// Y translation.
+ /// Z translation.
+ /// The resulting Matrix4 instance.
+ public static Matrix3x4 CreateTranslation(float x, float y, float z)
+ {
+ Matrix3x4 result;
+ CreateTranslation(x, y, z, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// The translation vector.
+ /// The resulting Matrix4 instance.
+ public static Matrix3x4 CreateTranslation(Vector3 vector)
+ {
+ Matrix3x4 result;
+ CreateTranslation(vector.X, vector.Y, vector.Z, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateScale
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Single scale factor for x,y and z axes
+ /// A scaling matrix
+ public static Matrix3x4 CreateScale(float scale)
+ {
+ return CreateScale(scale, scale, scale);
+ }
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Scale factors for x,y and z axes
+ /// A scaling matrix
+ public static Matrix3x4 CreateScale(Vector3 scale)
+ {
+ return CreateScale(scale.X, scale.Y, scale.Z);
+ }
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Scale factor for x-axis
+ /// Scale factor for y-axis
+ /// Scale factor for z-axis
+ /// A scaling matrix
+ public static Matrix3x4 CreateScale(float x, float y, float z)
+ {
+ Matrix3x4 result;
+ result.Row0.X = x;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = y;
+ result.Row1.Z = 0;
+ result.Row1.W = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = z;
+ result.Row2.W = 0;
+ return result;
+ }
+
+ #endregion
+
+ #region Multiply Functions
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication
+ public static Matrix3 Mult(Matrix3x4 left, Matrix4x3 right)
+ {
+ Matrix3 result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication
+ public static void Mult(ref Matrix3x4 left, ref Matrix4x3 right, out Matrix3 result)
+ {
+ float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
+ rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + (lM14 * rM41);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + (lM14 * rM42);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + (lM14 * rM43);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + (lM24 * rM41);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + (lM24 * rM42);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + (lM24 * rM43);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + (lM34 * rM41);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + (lM34 * rM42);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + (lM34 * rM43);
+ }
+
+ public static Matrix3x4 Mult(Matrix3x4 left, Matrix3x4 right)
+ {
+ Matrix3x4 result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Mult(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
+ {
+ float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
+ result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34) + lM14;
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
+ result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34) + lM24;
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
+ result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34) + lM34;
+
+ /*result.Row0 = (right.Row0 * lM11 + right.Row1 * lM12 + right.Row2 * lM13);
+ result.Row0.W += lM14;
+
+ result.Row1 = (right.Row0 * lM21 + right.Row1 * lM22 + right.Row2 * lM23);
+ result.Row1.W += lM24;
+
+ result.Row2 = (right.Row0 * lM31 + right.Row1 * lM32 + right.Row2 * lM33);
+ result.Row2.W += lM34;*/
+ }
+
+ public static Matrix3x4 Mult(Matrix3x4 left, float right)
+ {
+ Matrix3x4 result;
+ Mult(ref left, right, out result);
+ return result;
+ }
+
+ public static void Mult(ref Matrix3x4 left, float right, out Matrix3x4 result)
+ {
+ result.Row0 = left.Row0 * right;
+ result.Row1 = left.Row1 * right;
+ result.Row2 = left.Row2 * right;
+ }
+
+ #endregion
+
+ #region Add Functions
+
+ public static Matrix3x4 Add(Matrix3x4 left, Matrix3x4 right)
+ {
+ Matrix3x4 result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Add(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
+ {
+ result.Row0 = left.Row0 + right.Row0;
+ result.Row1 = left.Row1 + right.Row1;
+ result.Row2 = left.Row2 + right.Row2;
+ }
+
+ #endregion
+
+ #region Subtract Functions
+
+ public static Matrix3x4 Subtract(Matrix3x4 left, Matrix3x4 right)
+ {
+ Matrix3x4 result;
+ Subtract(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Subtract(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
+ {
+ result.Row0 = left.Row0 - right.Row0;
+ result.Row1 = left.Row1 - right.Row1;
+ result.Row2 = left.Row2 - right.Row2;
+ }
+
+ #endregion
+
+ #region Invert Functions
+
+ public static Matrix3x4 Invert(Matrix3x4 mat)
+ {
+ Matrix3x4 result;
+ Invert(ref mat, out result);
+ return result;
+ }
+
+ public static void Invert(ref Matrix3x4 mat, out Matrix3x4 result)
+ {
+ Matrix3 inverseRotation = new Matrix3(mat.Column0, mat.Column1, mat.Column2);
+ inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
+ inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
+ inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
+
+ Vector3 translation = new Vector3(mat.Row0.W, mat.Row1.W, mat.Row2.W);
+
+ result.Row0 = new Vector4(inverseRotation.Row0, -Vector3.Dot(inverseRotation.Row0, translation));
+ result.Row1 = new Vector4(inverseRotation.Row1, -Vector3.Dot(inverseRotation.Row1, translation));
+ result.Row2 = new Vector4(inverseRotation.Row2, -Vector3.Dot(inverseRotation.Row2, translation));
+ }
- #endregion
+ #endregion
- #region Transpose
-
- public static Matrix4x3 Transpose(Matrix3x4 mat)
- {
- return new Matrix4x3(mat.Column0, mat.Column1, mat.Column2, mat.Column3);
- }
-
- public static void Transpose(ref Matrix3x4 mat, out Matrix4x3 result)
- {
- result.Row0 = mat.Column0;
- result.Row1 = mat.Column1;
- result.Row2 = mat.Column2;
- result.Row3 = mat.Column3;
- }
+ #region Transpose
+
+ public static Matrix4x3 Transpose(Matrix3x4 mat)
+ {
+ return new Matrix4x3(mat.Column0, mat.Column1, mat.Column2, mat.Column3);
+ }
+
+ public static void Transpose(ref Matrix3x4 mat, out Matrix4x3 result)
+ {
+ result.Row0 = mat.Column0;
+ result.Row1 = mat.Column1;
+ result.Row2 = mat.Column2;
+ result.Row3 = mat.Column3;
+ }
- #endregion
+ #endregion
- #endregion
+ #endregion
- #region Operators
+ #region Operators
- public static Matrix3 operator *(Matrix3x4 left, Matrix4x3 right)
- {
- return Matrix3x4.Mult(left, right);
- }
+ public static Matrix3 operator *(Matrix3x4 left, Matrix4x3 right)
+ {
+ return Matrix3x4.Mult(left, right);
+ }
- public static Matrix3x4 operator *(Matrix3x4 left, Matrix3x4 right)
- {
- return Matrix3x4.Mult(left, right);
- }
+ public static Matrix3x4 operator *(Matrix3x4 left, Matrix3x4 right)
+ {
+ return Matrix3x4.Mult(left, right);
+ }
- public static Matrix3x4 operator *(Matrix3x4 left, float right)
- {
- return Matrix3x4.Mult(left, right);
- }
+ public static Matrix3x4 operator *(Matrix3x4 left, float right)
+ {
+ return Matrix3x4.Mult(left, right);
+ }
- public static Matrix3x4 operator +(Matrix3x4 left, Matrix3x4 right)
- {
- return Matrix3x4.Add(left, right);
- }
+ public static Matrix3x4 operator +(Matrix3x4 left, Matrix3x4 right)
+ {
+ return Matrix3x4.Add(left, right);
+ }
- public static Matrix3x4 operator -(Matrix3x4 left, Matrix3x4 right)
- {
- return Matrix3x4.Subtract(left, right);
- }
+ public static Matrix3x4 operator -(Matrix3x4 left, Matrix3x4 right)
+ {
+ return Matrix3x4.Subtract(left, right);
+ }
- public static bool operator ==(Matrix3x4 left, Matrix3x4 right)
- {
- return left.Equals(right);
- }
+ public static bool operator ==(Matrix3x4 left, Matrix3x4 right)
+ {
+ return left.Equals(right);
+ }
- public static bool operator !=(Matrix3x4 left, Matrix3x4 right)
- {
- return !left.Equals(right);
- }
+ public static bool operator !=(Matrix3x4 left, Matrix3x4 right)
+ {
+ return !left.Equals(right);
+ }
- #endregion
+ #endregion
- #region Overrides
+ #region Overrides
- #region public override string ToString()
+ #region public override string ToString()
- public override string ToString()
- {
- return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
- }
+ public override string ToString()
+ {
+ return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
+ }
- #endregion
+ #endregion
- #region public override int GetHashCode()
+ #region public override int GetHashCode()
- public override int GetHashCode()
- {
- return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
- }
+ public override int GetHashCode()
+ {
+ return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
+ }
- #endregion
+ #endregion
- #region public override bool Equals(object obj)
+ #region public override bool Equals(object obj)
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix3x4))
- return false;
+ public override bool Equals(object obj)
+ {
+ if (!(obj is Matrix3x4))
+ return false;
- return this.Equals((Matrix3x4)obj);
- }
+ return this.Equals((Matrix3x4)obj);
+ }
- #endregion
+ #endregion
- #endregion
+ #endregion
- #endregion
+ #endregion
- #region IEquatable Members
+ #region IEquatable Members
- ///
- /// Indicates whether the current matrix is equal to another matrix.
- ///
- /// An matrix to compare with this matrix.
- /// true if the current matrix is equal to the matrix parameter; otherwise, false.
- public bool Equals(Matrix3x4 other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1 &&
- Row2 == other.Row2;
- }
+ ///
+ /// Indicates whether the current matrix is equal to another matrix.
+ ///
+ /// An matrix to compare with this matrix.
+ /// true if the current matrix is equal to the matrix parameter; otherwise, false.
+ public bool Equals(Matrix3x4 other)
+ {
+ return
+ Row0 == other.Row0 &&
+ Row1 == other.Row1 &&
+ Row2 == other.Row2;
+ }
- #endregion
- }
+ #endregion
+ }
}
diff --git a/Source/OpenTK/Math/Matrix3x4d.cs b/Source/OpenTK/Math/Matrix3x4d.cs
index 76ce0ce2..668502fb 100644
--- a/Source/OpenTK/Math/Matrix3x4d.cs
+++ b/Source/OpenTK/Math/Matrix3x4d.cs
@@ -27,824 +27,824 @@ using System.Runtime.InteropServices;
namespace OpenTK
{
- ///
- /// Represents a 3x4 Matrix
- ///
- [Serializable]
- [StructLayout(LayoutKind.Sequential)]
- public struct Matrix3x4d : IEquatable
- {
- #region Fields
-
- ///
- /// Top row of the matrix
- ///
- public Vector4d Row0;
-
- ///
- /// 2nd row of the matrix
- ///
- public Vector4d Row1;
-
- ///
- /// Bottom row of the matrix
- ///
- public Vector4d Row2;
-
- ///
- /// The zero matrix
- ///
- public static Matrix3x4d Zero = new Matrix3x4d(Vector4d.Zero, Vector4d.Zero, Vector4d.Zero);
-
- #endregion
-
- #region Constructors
-
- ///
- /// Constructs a new instance.
- ///
- /// Top row of the matrix
- /// Second row of the matrix
- /// Bottom row of the matrix
- public Matrix3x4d(Vector4d row0, Vector4d row1, Vector4d row2)
- {
- Row0 = row0;
- Row1 = row1;
- Row2 = row2;
- }
-
- ///
- /// Constructs a new instance.
- ///
- /// First item of the first row of the matrix.
- /// Second item of the first row of the matrix.
- /// Third item of the first row of the matrix.
- /// Fourth item of the first row of the matrix.
- /// First item of the second row of the matrix.
- /// Second item of the second row of the matrix.
- /// Third item of the second row of the matrix.
- /// Fourth item of the second row of the matrix.
- /// First item of the third row of the matrix.
- /// Second item of the third row of the matrix.
- /// Third item of the third row of the matrix.
- /// First item of the third row of the matrix.
- public Matrix3x4d(
- double m00, double m01, double m02, double m03,
- double m10, double m11, double m12, double m13,
- double m20, double m21, double m22, double m23)
- {
- Row0 = new Vector4d(m00, m01, m02, m03);
- Row1 = new Vector4d(m10, m11, m12, m13);
- Row2 = new Vector4d(m20, m21, m22, m23);
- }
-
- #endregion
-
- #region Public Members
-
- #region Properties
-
- ///
- /// Gets the first column of this matrix.
- ///
- public Vector3d Column0
- {
- get { return new Vector3d(Row0.X, Row1.X, Row2.X); }
- }
-
- ///
- /// Gets the second column of this matrix.
- ///
- public Vector3d Column1
- {
- get { return new Vector3d(Row0.Y, Row1.Y, Row2.Y); }
- }
-
- ///
- /// Gets the third column of this matrix.
- ///
- public Vector3d Column2
- {
- get { return new Vector3d(Row0.Z, Row1.Z, Row2.Z); }
- }
-
- ///
- /// Gets the fourth column of this matrix.
- ///
- public Vector3d Column3
- {
- get { return new Vector3d(Row0.W, Row1.W, Row2.W); }
- }
-
- ///
- /// Gets or sets the value at row 1, column 1 of this instance.
- ///
- public double M11 { get { return Row0.X; } set { Row0.X = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 2 of this instance.
- ///
- public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 3 of this instance.
- ///
- public double M13 { get { return Row0.Z; } set { Row0.Z = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 4 of this instance.
- ///
- public double M14 { get { return Row0.W; } set { Row0.W = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 1 of this instance.
- ///
- public double M21 { get { return Row1.X; } set { Row1.X = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 2 of this instance.
- ///
- public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 3 of this instance.
- ///
- public double M23 { get { return Row1.Z; } set { Row1.Z = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 4 of this instance.
- ///
- public double M24 { get { return Row1.W; } set { Row1.W = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 1 of this instance.
- ///
- public double M31 { get { return Row2.X; } set { Row2.X = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 2 of this instance.
- ///
- public double M32 { get { return Row2.Y; } set { Row2.Y = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 3 of this instance.
- ///
- public double M33 { get { return Row2.Z; } set { Row2.Z = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 4 of this instance.
- ///
- public double M34 { get { return Row2.W; } set { Row2.W = value; } }
-
- #endregion
-
- #region Indexers
-
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public double this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- else if (rowIndex == 2) return Row2[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- else if (rowIndex == 2) Row2[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
-
- #endregion
-
- #region Instance
-
- #region public void Invert()
-
- public void Invert()
- {
- this = Matrix3x4d.Invert(this);
- }
-
- #endregion
-
- #endregion
-
- #region Static
-
- #region CreateFromAxisAngle
-
- ///
- /// Build a rotation matrix from the specified axis/angle rotation.
- ///
- /// The axis to rotate about.
- /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
- /// A matrix instance.
- public static void CreateFromAxisAngle(Vector3d axis, double angle, out Matrix3x4d result)
- {
- axis.Normalize();
- double axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
-
- double cos = (double)System.Math.Cos(angle);
- double sin = (double)System.Math.Sin(angle);
- double t = 1.0f - cos;
-
- double tXX = t * axisX * axisX,
- tXY = t * axisX * axisY,
- tXZ = t * axisX * axisZ,
- tYY = t * axisY * axisY,
- tYZ = t * axisY * axisZ,
- tZZ = t * axisZ * axisZ;
-
- double sinX = sin * axisX,
- sinY = sin * axisY,
- sinZ = sin * axisZ;
-
- result.Row0.X = tXX + cos;
- result.Row0.Y = tXY - sinZ;
- result.Row0.Z = tXZ + sinY;
- result.Row0.W = 0;
- result.Row1.X = tXY + sinZ;
- result.Row1.Y = tYY + cos;
- result.Row1.Z = tYZ - sinX;
- result.Row1.W = 0;
- result.Row2.X = tXZ - sinY;
- result.Row2.Y = tYZ + sinX;
- result.Row2.Z = tZZ + cos;
- result.Row2.W = 0;
- }
-
- ///
- /// Build a rotation matrix from the specified axis/angle rotation.
- ///
- /// The axis to rotate about.
- /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
- /// A matrix instance.
- public static Matrix3x4d CreateFromAxisAngle(Vector3d axis, double angle)
- {
- Matrix3x4d result;
- CreateFromAxisAngle(axis, angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateFromQuaternion
-
- ///
- /// Builds a rotation matrix from a quaternion.
- ///
- /// The quaternion to rotate by.
- /// A matrix instance.
- public static void CreateFromQuaternion(ref Quaternion q, out Matrix3x4d result)
- {
- double x = q.X, y = q.Y, z = q.Z, w = q.W,
- tx = 2 * x, ty = 2 * y, tz = 2 * z,
- txx = tx * x, tyy = ty * y, tzz = tz * z,
- txy = tx * y, txz = tx * z, tyz = ty * z,
- txw = tx * w, tyw = ty * w, tzw = tz * w;
-
- result.Row0.X = 1f - (tyy + tzz);
- result.Row0.Y = txy + tzw;
- result.Row0.Z = txz - tyw;
- result.Row0.W = 0f;
- result.Row1.X = txy - tzw;
- result.Row1.Y = 1f - (txx + tzz);
- result.Row1.Z = tyz + txw;
- result.Row1.W = 0f;
- result.Row2.X = txz + tyw;
- result.Row2.Y = tyz - txw;
- result.Row2.Z = 1f - (txx + tyy);
- result.Row2.W = 0f;
-
- /*Vector3d axis;
- double angle;
- q.ToAxisAngle(out axis, out angle);
- CreateFromAxisAngle(axis, angle, out result);*/
- }
-
- ///
- /// Builds a rotation matrix from a quaternion.
- ///
- /// The quaternion to rotate by.
- /// A matrix instance.
- public static Matrix3x4d CreateFromQuaternion(Quaternion q)
- {
- Matrix3x4d result;
- CreateFromQuaternion(ref q, out result);
- return result;
- }
-
- #endregion
-
- #region CreateRotation[XYZ]
-
- ///
- /// Builds a rotation matrix for a rotation around the x-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static void CreateRotationX(double angle, out Matrix3x4d result)
- {
- double cos = (double)System.Math.Cos(angle);
- double sin = (double)System.Math.Sin(angle);
-
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = 0;
- result.Row1.X = 0;
- result.Row1.Y = cos;
- result.Row1.Z = sin;
- result.Row1.W = 0;
- result.Row2.X = 0;
- result.Row2.Y = -sin;
- result.Row2.Z = cos;
- result.Row2.W = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the x-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static Matrix3x4d CreateRotationX(double angle)
- {
- Matrix3x4d result;
- CreateRotationX(angle, out result);
- return result;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the y-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static void CreateRotationY(double angle, out Matrix3x4d result)
- {
- double cos = (double)System.Math.Cos(angle);
- double sin = (double)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = 0;
- result.Row0.Z = -sin;
- result.Row0.W = 0;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row1.W = 0;
- result.Row2.X = sin;
- result.Row2.Y = 0;
- result.Row2.Z = cos;
- result.Row2.W = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the y-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static Matrix3x4d CreateRotationY(double angle)
- {
- Matrix3x4d result;
- CreateRotationY(angle, out result);
- return result;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the z-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static void CreateRotationZ(double angle, out Matrix3x4d result)
- {
- double cos = (double)System.Math.Cos(angle);
- double sin = (double)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = sin;
- result.Row0.Z = 0;
- result.Row0.W = 0;
- result.Row1.X = -sin;
- result.Row1.Y = cos;
- result.Row1.Z = 0;
- result.Row1.W = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row2.W = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the z-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static Matrix3x4d CreateRotationZ(double angle)
- {
- Matrix3x4d result;
- CreateRotationZ(angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateTranslation
-
- ///
- /// Creates a translation matrix.
- ///
- /// X translation.
- /// Y translation.
- /// Z translation.
- /// The resulting Matrix4 instance.
- public static void CreateTranslation(double x, double y, double z, out Matrix3x4d result)
- {
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = x;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row1.W = y;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row2.W = z;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// The translation vector.
- /// The resulting Matrix4 instance.
- public static void CreateTranslation(ref Vector3d vector, out Matrix3x4d result)
- {
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = vector.X;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row1.W = vector.Y;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row2.W = vector.Z;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// X translation.
- /// Y translation.
- /// Z translation.
- /// The resulting Matrix4 instance.
- public static Matrix3x4d CreateTranslation(double x, double y, double z)
- {
- Matrix3x4d result;
- CreateTranslation(x, y, z, out result);
- return result;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// The translation vector.
- /// The resulting Matrix4 instance.
- public static Matrix3x4d CreateTranslation(Vector3d vector)
- {
- Matrix3x4d result;
- CreateTranslation(vector.X, vector.Y, vector.Z, out result);
- return result;
- }
-
- #endregion
-
- #region CreateScale
-
- ///
- /// Build a scaling matrix
- ///
- /// Single scale factor for x,y and z axes
- /// A scaling matrix
- public static Matrix3x4d CreateScale(double scale)
- {
- return CreateScale(scale, scale, scale);
- }
-
- ///
- /// Build a scaling matrix
- ///
- /// Scale factors for x,y and z axes
- /// A scaling matrix
- public static Matrix3x4d CreateScale(Vector3d scale)
- {
- return CreateScale(scale.X, scale.Y, scale.Z);
- }
-
- ///
- /// Build a scaling matrix
- ///
- /// Scale factor for x-axis
- /// Scale factor for y-axis
- /// Scale factor for z-axis
- /// A scaling matrix
- public static Matrix3x4d CreateScale(double x, double y, double z)
- {
- Matrix3x4d result;
- result.Row0.X = x;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row0.W = 0;
- result.Row1.X = 0;
- result.Row1.Y = y;
- result.Row1.Z = 0;
- result.Row1.W = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = z;
- result.Row2.W = 0;
- return result;
- }
-
- #endregion
-
- #region Multiply Functions
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication
- public static Matrix3d Mult(Matrix3x4d left, Matrix4x3d right)
- {
- Matrix3d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication
- public static void Mult(ref Matrix3x4d left, ref Matrix4x3d right, out Matrix3d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
- lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
- rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
- rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + (lM14 * rM41);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + (lM14 * rM42);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + (lM14 * rM43);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + (lM24 * rM41);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + (lM24 * rM42);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + (lM24 * rM43);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + (lM34 * rM41);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + (lM34 * rM42);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + (lM34 * rM43);
- }
-
- public static Matrix3x4d Mult(Matrix3x4d left, Matrix3x4d right)
- {
- Matrix3x4d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- public static void Mult(ref Matrix3x4d left, ref Matrix3x4d right, out Matrix3x4d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
- lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
- rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
- result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34) + lM14;
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
- result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34) + lM24;
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
- result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34) + lM34;
-
- /*result.Row0 = (right.Row0 * lM11 + right.Row1 * lM12 + right.Row2 * lM13);
- result.Row0.W += lM14;
-
- result.Row1 = (right.Row0 * lM21 + right.Row1 * lM22 + right.Row2 * lM23);
- result.Row1.W += lM24;
-
- result.Row2 = (right.Row0 * lM31 + right.Row1 * lM32 + right.Row2 * lM33);
- result.Row2.W += lM34;*/
- }
-
- public static Matrix3x4d Mult(Matrix3x4d left, double right)
- {
- Matrix3x4d result;
- Mult(ref left, right, out result);
- return result;
- }
-
- public static void Mult(ref Matrix3x4d left, double right, out Matrix3x4d result)
- {
- result.Row0 = left.Row0 * right;
- result.Row1 = left.Row1 * right;
- result.Row2 = left.Row2 * right;
- }
-
- #endregion
-
- #region Add Functions
-
- public static Matrix3x4d Add(Matrix3x4d left, Matrix3x4d right)
- {
- Matrix3x4d result;
- Add(ref left, ref right, out result);
- return result;
- }
-
- public static void Add(ref Matrix3x4d left, ref Matrix3x4d right, out Matrix3x4d result)
- {
- result.Row0 = left.Row0 + right.Row0;
- result.Row1 = left.Row1 + right.Row1;
- result.Row2 = left.Row2 + right.Row2;
- }
-
- #endregion
-
- #region Subtract Functions
-
- public static Matrix3x4d Subtract(Matrix3x4d left, Matrix3x4d right)
- {
- Matrix3x4d result;
- Subtract(ref left, ref right, out result);
- return result;
- }
-
- public static void Subtract(ref Matrix3x4d left, ref Matrix3x4d right, out Matrix3x4d result)
- {
- result.Row0 = left.Row0 - right.Row0;
- result.Row1 = left.Row1 - right.Row1;
- result.Row2 = left.Row2 - right.Row2;
- }
-
- #endregion
-
- #region Invert Functions
-
- public static Matrix3x4d Invert(Matrix3x4d mat)
- {
- Matrix3x4d result;
- Invert(ref mat, out result);
- return result;
- }
-
- public static void Invert(ref Matrix3x4d mat, out Matrix3x4d result)
- {
- Matrix3d inverseRotation = new Matrix3d(mat.Column0, mat.Column1, mat.Column2);
- inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
- inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
- inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
-
- Vector3d translation = new Vector3d(mat.Row0.W, mat.Row1.W, mat.Row2.W);
-
- result.Row0 = new Vector4d(inverseRotation.Row0, -Vector3d.Dot(inverseRotation.Row0, translation));
- result.Row1 = new Vector4d(inverseRotation.Row1, -Vector3d.Dot(inverseRotation.Row1, translation));
- result.Row2 = new Vector4d(inverseRotation.Row2, -Vector3d.Dot(inverseRotation.Row2, translation));
- }
+ ///
+ /// Represents a 3x4 Matrix
+ ///
+ [Serializable]
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Matrix3x4d : IEquatable
+ {
+ #region Fields
+
+ ///
+ /// Top row of the matrix
+ ///
+ public Vector4d Row0;
+
+ ///
+ /// 2nd row of the matrix
+ ///
+ public Vector4d Row1;
+
+ ///
+ /// Bottom row of the matrix
+ ///
+ public Vector4d Row2;
+
+ ///
+ /// The zero matrix
+ ///
+ public static Matrix3x4d Zero = new Matrix3x4d(Vector4d.Zero, Vector4d.Zero, Vector4d.Zero);
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// Top row of the matrix
+ /// Second row of the matrix
+ /// Bottom row of the matrix
+ public Matrix3x4d(Vector4d row0, Vector4d row1, Vector4d row2)
+ {
+ Row0 = row0;
+ Row1 = row1;
+ Row2 = row2;
+ }
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// First item of the first row of the matrix.
+ /// Second item of the first row of the matrix.
+ /// Third item of the first row of the matrix.
+ /// Fourth item of the first row of the matrix.
+ /// First item of the second row of the matrix.
+ /// Second item of the second row of the matrix.
+ /// Third item of the second row of the matrix.
+ /// Fourth item of the second row of the matrix.
+ /// First item of the third row of the matrix.
+ /// Second item of the third row of the matrix.
+ /// Third item of the third row of the matrix.
+ /// First item of the third row of the matrix.
+ public Matrix3x4d(
+ double m00, double m01, double m02, double m03,
+ double m10, double m11, double m12, double m13,
+ double m20, double m21, double m22, double m23)
+ {
+ Row0 = new Vector4d(m00, m01, m02, m03);
+ Row1 = new Vector4d(m10, m11, m12, m13);
+ Row2 = new Vector4d(m20, m21, m22, m23);
+ }
+
+ #endregion
+
+ #region Public Members
+
+ #region Properties
+
+ ///
+ /// Gets the first column of this matrix.
+ ///
+ public Vector3d Column0
+ {
+ get { return new Vector3d(Row0.X, Row1.X, Row2.X); }
+ }
+
+ ///
+ /// Gets the second column of this matrix.
+ ///
+ public Vector3d Column1
+ {
+ get { return new Vector3d(Row0.Y, Row1.Y, Row2.Y); }
+ }
+
+ ///
+ /// Gets the third column of this matrix.
+ ///
+ public Vector3d Column2
+ {
+ get { return new Vector3d(Row0.Z, Row1.Z, Row2.Z); }
+ }
+
+ ///
+ /// Gets the fourth column of this matrix.
+ ///
+ public Vector3d Column3
+ {
+ get { return new Vector3d(Row0.W, Row1.W, Row2.W); }
+ }
+
+ ///
+ /// Gets or sets the value at row 1, column 1 of this instance.
+ ///
+ public double M11 { get { return Row0.X; } set { Row0.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 2 of this instance.
+ ///
+ public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 3 of this instance.
+ ///
+ public double M13 { get { return Row0.Z; } set { Row0.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 4 of this instance.
+ ///
+ public double M14 { get { return Row0.W; } set { Row0.W = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 1 of this instance.
+ ///
+ public double M21 { get { return Row1.X; } set { Row1.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 2 of this instance.
+ ///
+ public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 3 of this instance.
+ ///
+ public double M23 { get { return Row1.Z; } set { Row1.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 4 of this instance.
+ ///
+ public double M24 { get { return Row1.W; } set { Row1.W = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 1 of this instance.
+ ///
+ public double M31 { get { return Row2.X; } set { Row2.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 2 of this instance.
+ ///
+ public double M32 { get { return Row2.Y; } set { Row2.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 3 of this instance.
+ ///
+ public double M33 { get { return Row2.Z; } set { Row2.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 4 of this instance.
+ ///
+ public double M34 { get { return Row2.W; } set { Row2.W = value; } }
+
+ #endregion
+
+ #region Indexers
+
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public double this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ else if (rowIndex == 2) return Row2[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ else if (rowIndex == 2) Row2[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
+
+ #endregion
+
+ #region Instance
+
+ #region public void Invert()
+
+ public void Invert()
+ {
+ this = Matrix3x4d.Invert(this);
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Static
+
+ #region CreateFromAxisAngle
+
+ ///
+ /// Build a rotation matrix from the specified axis/angle rotation.
+ ///
+ /// The axis to rotate about.
+ /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
+ /// A matrix instance.
+ public static void CreateFromAxisAngle(Vector3d axis, double angle, out Matrix3x4d result)
+ {
+ axis.Normalize();
+ double axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
+
+ double cos = (double)System.Math.Cos(angle);
+ double sin = (double)System.Math.Sin(angle);
+ double t = 1.0f - cos;
+
+ double tXX = t * axisX * axisX,
+ tXY = t * axisX * axisY,
+ tXZ = t * axisX * axisZ,
+ tYY = t * axisY * axisY,
+ tYZ = t * axisY * axisZ,
+ tZZ = t * axisZ * axisZ;
+
+ double sinX = sin * axisX,
+ sinY = sin * axisY,
+ sinZ = sin * axisZ;
+
+ result.Row0.X = tXX + cos;
+ result.Row0.Y = tXY - sinZ;
+ result.Row0.Z = tXZ + sinY;
+ result.Row0.W = 0;
+ result.Row1.X = tXY + sinZ;
+ result.Row1.Y = tYY + cos;
+ result.Row1.Z = tYZ - sinX;
+ result.Row1.W = 0;
+ result.Row2.X = tXZ - sinY;
+ result.Row2.Y = tYZ + sinX;
+ result.Row2.Z = tZZ + cos;
+ result.Row2.W = 0;
+ }
+
+ ///
+ /// Build a rotation matrix from the specified axis/angle rotation.
+ ///
+ /// The axis to rotate about.
+ /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
+ /// A matrix instance.
+ public static Matrix3x4d CreateFromAxisAngle(Vector3d axis, double angle)
+ {
+ Matrix3x4d result;
+ CreateFromAxisAngle(axis, angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateFromQuaternion
+
+ ///
+ /// Builds a rotation matrix from a quaternion.
+ ///
+ /// The quaternion to rotate by.
+ /// A matrix instance.
+ public static void CreateFromQuaternion(ref Quaternion q, out Matrix3x4d result)
+ {
+ double x = q.X, y = q.Y, z = q.Z, w = q.W,
+ tx = 2 * x, ty = 2 * y, tz = 2 * z,
+ txx = tx * x, tyy = ty * y, tzz = tz * z,
+ txy = tx * y, txz = tx * z, tyz = ty * z,
+ txw = tx * w, tyw = ty * w, tzw = tz * w;
+
+ result.Row0.X = 1f - (tyy + tzz);
+ result.Row0.Y = txy + tzw;
+ result.Row0.Z = txz - tyw;
+ result.Row0.W = 0f;
+ result.Row1.X = txy - tzw;
+ result.Row1.Y = 1f - (txx + tzz);
+ result.Row1.Z = tyz + txw;
+ result.Row1.W = 0f;
+ result.Row2.X = txz + tyw;
+ result.Row2.Y = tyz - txw;
+ result.Row2.Z = 1f - (txx + tyy);
+ result.Row2.W = 0f;
+
+ /*Vector3d axis;
+ double angle;
+ q.ToAxisAngle(out axis, out angle);
+ CreateFromAxisAngle(axis, angle, out result);*/
+ }
+
+ ///
+ /// Builds a rotation matrix from a quaternion.
+ ///
+ /// The quaternion to rotate by.
+ /// A matrix instance.
+ public static Matrix3x4d CreateFromQuaternion(Quaternion q)
+ {
+ Matrix3x4d result;
+ CreateFromQuaternion(ref q, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateRotation[XYZ]
+
+ ///
+ /// Builds a rotation matrix for a rotation around the x-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static void CreateRotationX(double angle, out Matrix3x4d result)
+ {
+ double cos = (double)System.Math.Cos(angle);
+ double sin = (double)System.Math.Sin(angle);
+
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = cos;
+ result.Row1.Z = sin;
+ result.Row1.W = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = -sin;
+ result.Row2.Z = cos;
+ result.Row2.W = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the x-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static Matrix3x4d CreateRotationX(double angle)
+ {
+ Matrix3x4d result;
+ CreateRotationX(angle, out result);
+ return result;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the y-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static void CreateRotationY(double angle, out Matrix3x4d result)
+ {
+ double cos = (double)System.Math.Cos(angle);
+ double sin = (double)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = 0;
+ result.Row0.Z = -sin;
+ result.Row0.W = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row1.W = 0;
+ result.Row2.X = sin;
+ result.Row2.Y = 0;
+ result.Row2.Z = cos;
+ result.Row2.W = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the y-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static Matrix3x4d CreateRotationY(double angle)
+ {
+ Matrix3x4d result;
+ CreateRotationY(angle, out result);
+ return result;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the z-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static void CreateRotationZ(double angle, out Matrix3x4d result)
+ {
+ double cos = (double)System.Math.Cos(angle);
+ double sin = (double)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row0.Z = 0;
+ result.Row0.W = 0;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
+ result.Row1.Z = 0;
+ result.Row1.W = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row2.W = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the z-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static Matrix3x4d CreateRotationZ(double angle)
+ {
+ Matrix3x4d result;
+ CreateRotationZ(angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateTranslation
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// X translation.
+ /// Y translation.
+ /// Z translation.
+ /// The resulting Matrix4 instance.
+ public static void CreateTranslation(double x, double y, double z, out Matrix3x4d result)
+ {
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = x;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row1.W = y;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row2.W = z;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// The translation vector.
+ /// The resulting Matrix4 instance.
+ public static void CreateTranslation(ref Vector3d vector, out Matrix3x4d result)
+ {
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = vector.X;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row1.W = vector.Y;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row2.W = vector.Z;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// X translation.
+ /// Y translation.
+ /// Z translation.
+ /// The resulting Matrix4 instance.
+ public static Matrix3x4d CreateTranslation(double x, double y, double z)
+ {
+ Matrix3x4d result;
+ CreateTranslation(x, y, z, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// The translation vector.
+ /// The resulting Matrix4 instance.
+ public static Matrix3x4d CreateTranslation(Vector3d vector)
+ {
+ Matrix3x4d result;
+ CreateTranslation(vector.X, vector.Y, vector.Z, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateScale
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Single scale factor for x,y and z axes
+ /// A scaling matrix
+ public static Matrix3x4d CreateScale(double scale)
+ {
+ return CreateScale(scale, scale, scale);
+ }
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Scale factors for x,y and z axes
+ /// A scaling matrix
+ public static Matrix3x4d CreateScale(Vector3d scale)
+ {
+ return CreateScale(scale.X, scale.Y, scale.Z);
+ }
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Scale factor for x-axis
+ /// Scale factor for y-axis
+ /// Scale factor for z-axis
+ /// A scaling matrix
+ public static Matrix3x4d CreateScale(double x, double y, double z)
+ {
+ Matrix3x4d result;
+ result.Row0.X = x;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row0.W = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = y;
+ result.Row1.Z = 0;
+ result.Row1.W = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = z;
+ result.Row2.W = 0;
+ return result;
+ }
+
+ #endregion
+
+ #region Multiply Functions
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication
+ public static Matrix3d Mult(Matrix3x4d left, Matrix4x3d right)
+ {
+ Matrix3d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication
+ public static void Mult(ref Matrix3x4d left, ref Matrix4x3d right, out Matrix3d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
+ rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + (lM14 * rM41);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + (lM14 * rM42);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + (lM14 * rM43);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + (lM24 * rM41);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + (lM24 * rM42);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + (lM24 * rM43);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + (lM34 * rM41);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + (lM34 * rM42);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + (lM34 * rM43);
+ }
+
+ public static Matrix3x4d Mult(Matrix3x4d left, Matrix3x4d right)
+ {
+ Matrix3x4d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Mult(ref Matrix3x4d left, ref Matrix3x4d right, out Matrix3x4d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
+ result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34) + lM14;
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
+ result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34) + lM24;
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
+ result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34) + lM34;
+
+ /*result.Row0 = (right.Row0 * lM11 + right.Row1 * lM12 + right.Row2 * lM13);
+ result.Row0.W += lM14;
+
+ result.Row1 = (right.Row0 * lM21 + right.Row1 * lM22 + right.Row2 * lM23);
+ result.Row1.W += lM24;
+
+ result.Row2 = (right.Row0 * lM31 + right.Row1 * lM32 + right.Row2 * lM33);
+ result.Row2.W += lM34;*/
+ }
+
+ public static Matrix3x4d Mult(Matrix3x4d left, double right)
+ {
+ Matrix3x4d result;
+ Mult(ref left, right, out result);
+ return result;
+ }
+
+ public static void Mult(ref Matrix3x4d left, double right, out Matrix3x4d result)
+ {
+ result.Row0 = left.Row0 * right;
+ result.Row1 = left.Row1 * right;
+ result.Row2 = left.Row2 * right;
+ }
+
+ #endregion
+
+ #region Add Functions
+
+ public static Matrix3x4d Add(Matrix3x4d left, Matrix3x4d right)
+ {
+ Matrix3x4d result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Add(ref Matrix3x4d left, ref Matrix3x4d right, out Matrix3x4d result)
+ {
+ result.Row0 = left.Row0 + right.Row0;
+ result.Row1 = left.Row1 + right.Row1;
+ result.Row2 = left.Row2 + right.Row2;
+ }
+
+ #endregion
+
+ #region Subtract Functions
+
+ public static Matrix3x4d Subtract(Matrix3x4d left, Matrix3x4d right)
+ {
+ Matrix3x4d result;
+ Subtract(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Subtract(ref Matrix3x4d left, ref Matrix3x4d right, out Matrix3x4d result)
+ {
+ result.Row0 = left.Row0 - right.Row0;
+ result.Row1 = left.Row1 - right.Row1;
+ result.Row2 = left.Row2 - right.Row2;
+ }
+
+ #endregion
+
+ #region Invert Functions
+
+ public static Matrix3x4d Invert(Matrix3x4d mat)
+ {
+ Matrix3x4d result;
+ Invert(ref mat, out result);
+ return result;
+ }
+
+ public static void Invert(ref Matrix3x4d mat, out Matrix3x4d result)
+ {
+ Matrix3d inverseRotation = new Matrix3d(mat.Column0, mat.Column1, mat.Column2);
+ inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
+ inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
+ inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
+
+ Vector3d translation = new Vector3d(mat.Row0.W, mat.Row1.W, mat.Row2.W);
+
+ result.Row0 = new Vector4d(inverseRotation.Row0, -Vector3d.Dot(inverseRotation.Row0, translation));
+ result.Row1 = new Vector4d(inverseRotation.Row1, -Vector3d.Dot(inverseRotation.Row1, translation));
+ result.Row2 = new Vector4d(inverseRotation.Row2, -Vector3d.Dot(inverseRotation.Row2, translation));
+ }
- #endregion
+ #endregion
- #region Transpose
-
- public static Matrix4x3d Transpose(Matrix3x4d mat)
- {
- return new Matrix4x3d(mat.Column0, mat.Column1, mat.Column2, mat.Column3);
- }
-
- public static void Transpose(ref Matrix3x4d mat, out Matrix4x3d result)
- {
- result.Row0 = mat.Column0;
- result.Row1 = mat.Column1;
- result.Row2 = mat.Column2;
- result.Row3 = mat.Column3;
- }
+ #region Transpose
+
+ public static Matrix4x3d Transpose(Matrix3x4d mat)
+ {
+ return new Matrix4x3d(mat.Column0, mat.Column1, mat.Column2, mat.Column3);
+ }
+
+ public static void Transpose(ref Matrix3x4d mat, out Matrix4x3d result)
+ {
+ result.Row0 = mat.Column0;
+ result.Row1 = mat.Column1;
+ result.Row2 = mat.Column2;
+ result.Row3 = mat.Column3;
+ }
- #endregion
+ #endregion
- #endregion
+ #endregion
- #region Operators
+ #region Operators
- public static Matrix3d operator *(Matrix3x4d left, Matrix4x3d right)
- {
- return Matrix3x4d.Mult(left, right);
- }
+ public static Matrix3d operator *(Matrix3x4d left, Matrix4x3d right)
+ {
+ return Matrix3x4d.Mult(left, right);
+ }
- public static Matrix3x4d operator *(Matrix3x4d left, Matrix3x4d right)
- {
- return Matrix3x4d.Mult(left, right);
- }
+ public static Matrix3x4d operator *(Matrix3x4d left, Matrix3x4d right)
+ {
+ return Matrix3x4d.Mult(left, right);
+ }
- public static Matrix3x4d operator *(Matrix3x4d left, double right)
- {
- return Matrix3x4d.Mult(left, right);
- }
+ public static Matrix3x4d operator *(Matrix3x4d left, double right)
+ {
+ return Matrix3x4d.Mult(left, right);
+ }
- public static Matrix3x4d operator +(Matrix3x4d left, Matrix3x4d right)
- {
- return Matrix3x4d.Add(left, right);
- }
+ public static Matrix3x4d operator +(Matrix3x4d left, Matrix3x4d right)
+ {
+ return Matrix3x4d.Add(left, right);
+ }
- public static Matrix3x4d operator -(Matrix3x4d left, Matrix3x4d right)
- {
- return Matrix3x4d.Subtract(left, right);
- }
+ public static Matrix3x4d operator -(Matrix3x4d left, Matrix3x4d right)
+ {
+ return Matrix3x4d.Subtract(left, right);
+ }
- public static bool operator ==(Matrix3x4d left, Matrix3x4d right)
- {
- return left.Equals(right);
- }
+ public static bool operator ==(Matrix3x4d left, Matrix3x4d right)
+ {
+ return left.Equals(right);
+ }
- public static bool operator !=(Matrix3x4d left, Matrix3x4d right)
- {
- return !left.Equals(right);
- }
+ public static bool operator !=(Matrix3x4d left, Matrix3x4d right)
+ {
+ return !left.Equals(right);
+ }
- #endregion
+ #endregion
- #region Overrides
+ #region Overrides
- #region public override string ToString()
+ #region public override string ToString()
- public override string ToString()
- {
- return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
- }
+ public override string ToString()
+ {
+ return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
+ }
- #endregion
+ #endregion
- #region public override int GetHashCode()
+ #region public override int GetHashCode()
- public override int GetHashCode()
- {
- return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
- }
+ public override int GetHashCode()
+ {
+ return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
+ }
- #endregion
+ #endregion
- #region public override bool Equals(object obj)
+ #region public override bool Equals(object obj)
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix3x4d))
- return false;
+ public override bool Equals(object obj)
+ {
+ if (!(obj is Matrix3x4d))
+ return false;
- return this.Equals((Matrix3x4d)obj);
- }
+ return this.Equals((Matrix3x4d)obj);
+ }
- #endregion
+ #endregion
- #endregion
+ #endregion
- #endregion
+ #endregion
- #region IEquatable Members
+ #region IEquatable Members
- ///
- /// Indicates whether the current matrix is equal to another matrix.
- ///
- /// An matrix to compare with this matrix.
- /// true if the current matrix is equal to the matrix parameter; otherwise, false.
- public bool Equals(Matrix3x4d other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1 &&
- Row2 == other.Row2;
- }
+ ///
+ /// Indicates whether the current matrix is equal to another matrix.
+ ///
+ /// An matrix to compare with this matrix.
+ /// true if the current matrix is equal to the matrix parameter; otherwise, false.
+ public bool Equals(Matrix3x4d other)
+ {
+ return
+ Row0 == other.Row0 &&
+ Row1 == other.Row1 &&
+ Row2 == other.Row2;
+ }
- #endregion
- }
+ #endregion
+ }
}
diff --git a/Source/OpenTK/Math/Matrix4d.cs b/Source/OpenTK/Math/Matrix4d.cs
index 9dfcb80a..1eb84137 100644
--- a/Source/OpenTK/Math/Matrix4d.cs
+++ b/Source/OpenTK/Math/Matrix4d.cs
@@ -245,38 +245,38 @@ namespace OpenTK
#endregion
- #region Indexers
+ #region Indexers
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public double this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- else if (rowIndex == 2) return Row2[columnIndex];
- else if (rowIndex == 3) return Row3[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- else if (rowIndex == 2) Row2[columnIndex] = value;
- else if (rowIndex == 3) Row3[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public double this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ else if (rowIndex == 2) return Row2[columnIndex];
+ else if (rowIndex == 3) return Row3[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ else if (rowIndex == 2) Row2[columnIndex] = value;
+ else if (rowIndex == 3) Row3[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
- #endregion
+ #endregion
- #region Instance
+ #region Instance
- #region public void Invert()
+ #region public void Invert()
- ///
+ ///
/// Converts this instance into its inverse.
///
public void Invert()
diff --git a/Source/OpenTK/Math/Matrix4x2.cs b/Source/OpenTK/Math/Matrix4x2.cs
index 4ad57d56..b55bc2d0 100644
--- a/Source/OpenTK/Math/Matrix4x2.cs
+++ b/Source/OpenTK/Math/Matrix4x2.cs
@@ -27,739 +27,739 @@ using System.Runtime.InteropServices;
namespace OpenTK
{
- ///
- /// Represents a 4x2 matrix.
- ///
- public struct Matrix4x2 : IEquatable
- {
- #region Fields
-
- ///
- /// Top row of the matrix.
- ///
- public Vector2 Row0;
-
- ///
- /// Second row of the matrix.
- ///
- public Vector2 Row1;
-
- ///
- /// Third row of the matrix.
- ///
- public Vector2 Row2;
-
- ///
- /// Bottom row of the matrix.
- ///
- public Vector2 Row3;
-
- ///
- /// The zero matrix.
- ///
- public static readonly Matrix4x2 Zero = new Matrix4x2(Vector2.Zero, Vector2.Zero, Vector2.Zero, Vector2.Zero);
-
- #endregion
-
- #region Constructors
-
- ///
- /// Constructs a new instance.
- ///
- /// Top row of the matrix.
- /// Second row of the matrix.
- /// Third row of the matrix.
- /// Bottom row of the matrix.
- public Matrix4x2(Vector2 row0, Vector2 row1, Vector2 row2, Vector2 row3)
- {
- Row0 = row0;
- Row1 = row1;
- Row2 = row2;
- Row3 = row3;
- }
-
-
- ///
- /// Constructs a new instance
- ///
- /// First item of the first row of the matrix.
- /// Second item of the first row of the matrix.
- /// First item of the second row of the matrix.
- /// Second item of the second row of the matrix.
- /// First item of the third row of the matrix.
- /// Second item of the third row of the matrix.
- /// First item of the fourth row of the matrix.
- /// Second item of the fourth row of the matrix.
- public Matrix4x2(
- float m00, float m01,
- float m10, float m11,
- float m20, float m21,
- float m30, float m31)
- {
- Row0 = new Vector2(m00, m01);
- Row1 = new Vector2(m10, m11);
- Row2 = new Vector2(m20, m21);
- Row3 = new Vector2(m30, m31);
- }
-
- #endregion
-
- #region Public Members
-
- #region Properties
-
- ///
- /// Gets or sets the first column of this matrix.
- ///
- public Vector4 Column0
- {
- get { return new Vector4(Row0.X, Row1.X, Row2.X, Row3.X); }
- set { Row0.X = value.X; Row1.X = value.Y; Row2.X = value.Z; Row3.X = value.W; }
- }
-
- ///
- /// Gets or sets the second column of this matrix.
- ///
- public Vector4 Column1
- {
- get { return new Vector4(Row0.Y, Row1.Y, Row2.Y, Row3.X); }
- set { Row0.Y = value.X; Row1.Y = value.Y; Row2.Y = value.Z; Row3.Y = value.W; }
- }
-
- ///
- /// Gets or sets the value at row 1, column 1 of this instance.
- ///
- public float M11 { get { return Row0.X; } set { Row0.X = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 2 of this instance.
- ///
- public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 1 of this instance.
- ///
- public float M21 { get { return Row1.X; } set { Row1.X = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 2 of this instance.
- ///
- public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 1 of this instance.
- ///
- public float M31 { get { return Row2.X; } set { Row2.X = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 2 of this instance.
- ///
- public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
-
- ///
- /// Gets or sets the value at row 4, column 1 of this instance.
- ///
- public float M41 { get { return Row3.X; } set { Row3.X = value; } }
-
- ///
- /// Gets or sets the value at row 4, column 2 of this instance.
- ///
- public float M42 { get { return Row3.Y; } set { Row3.Y = value; } }
-
- #endregion
-
- #region Indexers
-
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public float this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- else if (rowIndex == 2) return Row2[columnIndex];
- else if (rowIndex == 3) return Row3[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- else if (rowIndex == 2) Row2[columnIndex] = value;
- else if (rowIndex == 3) Row3[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
-
- #endregion
-
- #region Static
-
- #region CreateRotation
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix3x2 instance.
- public static void CreateRotation(float angle, out Matrix4x2 result)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = sin;
- result.Row1.X = -sin;
- result.Row1.Y = cos;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- }
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix3x2 instance.
- public static Matrix4x2 CreateRotation(float angle)
- {
- Matrix4x2 result;
- CreateRotation(angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateScale
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x, y, and z axes.
- /// A scale matrix.
- public static void CreateScale(float scale, out Matrix4x2 result)
- {
- result.Row0.X = scale;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x and y axes.
- /// A scale matrix.
- public static Matrix4x2 CreateScale(float scale)
- {
- Matrix4x2 result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static void CreateScale(Vector2 scale, out Matrix4x2 result)
- {
- result.Row0.X = scale.X;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale.Y;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static Matrix4x2 CreateScale(Vector2 scale)
- {
- Matrix4x2 result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static void CreateScale(float x, float y, out Matrix4x2 result)
- {
- result.Row0.X = x;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = y;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static Matrix4x2 CreateScale(float x, float y)
- {
- Matrix4x2 result;
- CreateScale(x, y, out result);
- return result;
- }
-
- #endregion
-
- #region Multiply Functions
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix4x2 left, float right, out Matrix4x2 result)
- {
- result.Row0.X = left.Row0.X * right;
- result.Row0.Y = left.Row0.Y * right;
- result.Row1.X = left.Row1.X * right;
- result.Row1.Y = left.Row1.Y * right;
- result.Row2.X = left.Row2.X * right;
- result.Row2.Y = left.Row2.Y * right;
- result.Row3.X = left.Row3.X * right;
- result.Row3.Y = left.Row3.Y * right;
- }
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix4x2 Mult(Matrix4x2 left, float right)
- {
- Matrix4x2 result;
- Mult(ref left, right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix4x2 left, ref Matrix2 right, out Matrix4x2 result)
- {
- float lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- lM31 = left.Row2.X, lM32 = left.Row2.Y,
- lM41 = left.Row3.X, lM42 = left.Row3.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y,
- rM21 = right.Row1.X, rM22 = right.Row1.Y;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
- result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
- result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix4x2 Mult(Matrix4x2 left, Matrix2 right)
- {
- Matrix4x2 result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix4x2 left, ref Matrix2x3 right, out Matrix4x3 result)
- {
- float lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- lM31 = left.Row2.X, lM32 = left.Row2.Y,
- lM41 = left.Row3.X, lM42 = left.Row3.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
- result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
- result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
- result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix4x3 Mult(Matrix4x2 left, Matrix2x3 right)
- {
- Matrix4x3 result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix4x2 left, ref Matrix2x4 right, out Matrix4 result)
- {
- float lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- lM31 = left.Row2.X, lM32 = left.Row2.Y,
- lM41 = left.Row3.X, lM42 = left.Row3.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
- result.Row0.W = (lM11 * rM14) + (lM12 * rM24);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
- result.Row1.W = (lM21 * rM14) + (lM22 * rM24);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
- result.Row2.W = (lM31 * rM14) + (lM32 * rM24);
- result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
- result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
- result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
- result.Row3.W = (lM41 * rM14) + (lM42 * rM24);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix4 Mult(Matrix4x2 left, Matrix2x4 right)
- {
- Matrix4 result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Add
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static void Add(ref Matrix4x2 left, ref Matrix4x2 right, out Matrix4x2 result)
- {
- result.Row0.X = left.Row0.X + right.Row0.X;
- result.Row0.Y = left.Row0.Y + right.Row0.Y;
- result.Row1.X = left.Row1.X + right.Row1.X;
- result.Row1.Y = left.Row1.Y + right.Row1.Y;
- result.Row2.X = left.Row2.X + right.Row2.X;
- result.Row2.Y = left.Row2.Y + right.Row2.Y;
- result.Row3.X = left.Row3.X + right.Row3.X;
- result.Row3.Y = left.Row3.Y + right.Row3.Y;
- }
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static Matrix4x2 Add(Matrix4x2 left, Matrix4x2 right)
- {
- Matrix4x2 result;
- Add(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Subtract
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static void Subtract(ref Matrix4x2 left, ref Matrix4x2 right, out Matrix4x2 result)
- {
- result.Row0.X = left.Row0.X - right.Row0.X;
- result.Row0.Y = left.Row0.Y - right.Row0.Y;
- result.Row1.X = left.Row1.X - right.Row1.X;
- result.Row1.Y = left.Row1.Y - right.Row1.Y;
- result.Row2.X = left.Row2.X - right.Row2.X;
- result.Row2.Y = left.Row2.Y - right.Row2.Y;
- result.Row3.X = left.Row3.X - right.Row3.X;
- result.Row3.Y = left.Row3.Y - right.Row3.Y;
- }
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static Matrix4x2 Subtract(Matrix4x2 left, Matrix4x2 right)
- {
- Matrix4x2 result;
- Subtract(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Transpose
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static void Transpose(ref Matrix4x2 mat, out Matrix2x4 result)
- {
- result.Row0.X = mat.Row0.X;
- result.Row0.Y = mat.Row1.X;
- result.Row0.Z = mat.Row2.X;
- result.Row0.W = mat.Row3.X;
- result.Row1.X = mat.Row0.Y;
- result.Row1.Y = mat.Row1.Y;
- result.Row1.Z = mat.Row2.Y;
- result.Row1.W = mat.Row3.Y;
- }
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static Matrix2x4 Transpose(Matrix4x2 mat)
- {
- Matrix2x4 result;
- Transpose(ref mat, out result);
- return result;
- }
-
- #endregion
-
- #endregion
-
- #region Operators
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4x2 which holds the result of the multiplication
- public static Matrix4x2 operator *(float left, Matrix4x2 right)
- {
- return Mult(right, left);
- }
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4x2 which holds the result of the multiplication
- public static Matrix4x2 operator *(Matrix4x2 left, float right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2 which holds the result of the multiplication
- public static Matrix4x2 operator *(Matrix4x2 left, Matrix2 right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4x3 which holds the result of the multiplication
- public static Matrix4x3 operator *(Matrix4x2 left, Matrix2x3 right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4 which holds the result of the multiplication
- public static Matrix4 operator *(Matrix4x2 left, Matrix2x4 right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix addition
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4x2 which holds the result of the addition
- public static Matrix4x2 operator +(Matrix4x2 left, Matrix4x2 right)
- {
- return Add(left, right);
- }
-
- ///
- /// Matrix subtraction
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4x2 which holds the result of the subtraction
- public static Matrix4x2 operator -(Matrix4x2 left, Matrix4x2 right)
- {
- return Subtract(left, right);
- }
-
- ///
- /// Compares two instances for equality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left equals right; false otherwise.
- public static bool operator ==(Matrix4x2 left, Matrix4x2 right)
- {
- return left.Equals(right);
- }
-
- ///
- /// Compares two instances for inequality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left does not equal right; false otherwise.
- public static bool operator !=(Matrix4x2 left, Matrix4x2 right)
- {
- return !left.Equals(right);
- }
-
- #endregion
-
- #region Overrides
-
- #region public override string ToString()
-
- ///
- /// Returns a System.String that represents the current Matrix3d.
- ///
- /// The string representation of the matrix.
- public override string ToString()
- {
- return String.Format("{0}\n{1}\n{2}\n{3}", Row0, Row1, Row2, Row3);
- }
-
- #endregion
-
- #region public override int GetHashCode()
-
- ///
- /// Returns the hashcode for this instance.
- ///
- /// A System.Int32 containing the unique hashcode for this instance.
- public override int GetHashCode()
- {
- return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode() ^ Row3.GetHashCode();
- }
-
- #endregion
-
- #region public override bool Equals(object obj)
-
- ///
- /// Indicates whether this instance and a specified object are equal.
- ///
- /// The object to compare to.
- /// True if the instances are equal; false otherwise.
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix4x2))
- return false;
-
- return this.Equals((Matrix4x2)obj);
- }
-
- #endregion
-
- #endregion
-
- #endregion
-
- #region IEquatable Members
-
- ///
- /// Indicates whether the current matrix is equal to another matrix.
- ///
- /// An matrix to compare with this matrix.
- /// true if the current matrix is equal to the matrix parameter; otherwise, false.
- public bool Equals(Matrix4x2 other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1 &&
- Row2 == other.Row2 &&
- Row3 == other.Row3;
- }
-
- #endregion
- }
+ ///
+ /// Represents a 4x2 matrix.
+ ///
+ public struct Matrix4x2 : IEquatable
+ {
+ #region Fields
+
+ ///
+ /// Top row of the matrix.
+ ///
+ public Vector2 Row0;
+
+ ///
+ /// Second row of the matrix.
+ ///
+ public Vector2 Row1;
+
+ ///
+ /// Third row of the matrix.
+ ///
+ public Vector2 Row2;
+
+ ///
+ /// Bottom row of the matrix.
+ ///
+ public Vector2 Row3;
+
+ ///
+ /// The zero matrix.
+ ///
+ public static readonly Matrix4x2 Zero = new Matrix4x2(Vector2.Zero, Vector2.Zero, Vector2.Zero, Vector2.Zero);
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// Top row of the matrix.
+ /// Second row of the matrix.
+ /// Third row of the matrix.
+ /// Bottom row of the matrix.
+ public Matrix4x2(Vector2 row0, Vector2 row1, Vector2 row2, Vector2 row3)
+ {
+ Row0 = row0;
+ Row1 = row1;
+ Row2 = row2;
+ Row3 = row3;
+ }
+
+
+ ///
+ /// Constructs a new instance
+ ///
+ /// First item of the first row of the matrix.
+ /// Second item of the first row of the matrix.
+ /// First item of the second row of the matrix.
+ /// Second item of the second row of the matrix.
+ /// First item of the third row of the matrix.
+ /// Second item of the third row of the matrix.
+ /// First item of the fourth row of the matrix.
+ /// Second item of the fourth row of the matrix.
+ public Matrix4x2(
+ float m00, float m01,
+ float m10, float m11,
+ float m20, float m21,
+ float m30, float m31)
+ {
+ Row0 = new Vector2(m00, m01);
+ Row1 = new Vector2(m10, m11);
+ Row2 = new Vector2(m20, m21);
+ Row3 = new Vector2(m30, m31);
+ }
+
+ #endregion
+
+ #region Public Members
+
+ #region Properties
+
+ ///
+ /// Gets or sets the first column of this matrix.
+ ///
+ public Vector4 Column0
+ {
+ get { return new Vector4(Row0.X, Row1.X, Row2.X, Row3.X); }
+ set { Row0.X = value.X; Row1.X = value.Y; Row2.X = value.Z; Row3.X = value.W; }
+ }
+
+ ///
+ /// Gets or sets the second column of this matrix.
+ ///
+ public Vector4 Column1
+ {
+ get { return new Vector4(Row0.Y, Row1.Y, Row2.Y, Row3.X); }
+ set { Row0.Y = value.X; Row1.Y = value.Y; Row2.Y = value.Z; Row3.Y = value.W; }
+ }
+
+ ///
+ /// Gets or sets the value at row 1, column 1 of this instance.
+ ///
+ public float M11 { get { return Row0.X; } set { Row0.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 2 of this instance.
+ ///
+ public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 1 of this instance.
+ ///
+ public float M21 { get { return Row1.X; } set { Row1.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 2 of this instance.
+ ///
+ public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 1 of this instance.
+ ///
+ public float M31 { get { return Row2.X; } set { Row2.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 2 of this instance.
+ ///
+ public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 4, column 1 of this instance.
+ ///
+ public float M41 { get { return Row3.X; } set { Row3.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 4, column 2 of this instance.
+ ///
+ public float M42 { get { return Row3.Y; } set { Row3.Y = value; } }
+
+ #endregion
+
+ #region Indexers
+
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public float this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ else if (rowIndex == 2) return Row2[columnIndex];
+ else if (rowIndex == 3) return Row3[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ else if (rowIndex == 2) Row2[columnIndex] = value;
+ else if (rowIndex == 3) Row3[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
+
+ #endregion
+
+ #region Static
+
+ #region CreateRotation
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix3x2 instance.
+ public static void CreateRotation(float angle, out Matrix4x2 result)
+ {
+ float cos = (float)System.Math.Cos(angle);
+ float sin = (float)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix3x2 instance.
+ public static Matrix4x2 CreateRotation(float angle)
+ {
+ Matrix4x2 result;
+ CreateRotation(angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateScale
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x, y, and z axes.
+ /// A scale matrix.
+ public static void CreateScale(float scale, out Matrix4x2 result)
+ {
+ result.Row0.X = scale;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x and y axes.
+ /// A scale matrix.
+ public static Matrix4x2 CreateScale(float scale)
+ {
+ Matrix4x2 result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static void CreateScale(Vector2 scale, out Matrix4x2 result)
+ {
+ result.Row0.X = scale.X;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale.Y;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static Matrix4x2 CreateScale(Vector2 scale)
+ {
+ Matrix4x2 result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static void CreateScale(float x, float y, out Matrix4x2 result)
+ {
+ result.Row0.X = x;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = y;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static Matrix4x2 CreateScale(float x, float y)
+ {
+ Matrix4x2 result;
+ CreateScale(x, y, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Multiply Functions
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix4x2 left, float right, out Matrix4x2 result)
+ {
+ result.Row0.X = left.Row0.X * right;
+ result.Row0.Y = left.Row0.Y * right;
+ result.Row1.X = left.Row1.X * right;
+ result.Row1.Y = left.Row1.Y * right;
+ result.Row2.X = left.Row2.X * right;
+ result.Row2.Y = left.Row2.Y * right;
+ result.Row3.X = left.Row3.X * right;
+ result.Row3.Y = left.Row3.Y * right;
+ }
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix4x2 Mult(Matrix4x2 left, float right)
+ {
+ Matrix4x2 result;
+ Mult(ref left, right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix4x2 left, ref Matrix2 right, out Matrix4x2 result)
+ {
+ float lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y,
+ lM41 = left.Row3.X, lM42 = left.Row3.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
+ result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
+ result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix4x2 Mult(Matrix4x2 left, Matrix2 right)
+ {
+ Matrix4x2 result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix4x2 left, ref Matrix2x3 right, out Matrix4x3 result)
+ {
+ float lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y,
+ lM41 = left.Row3.X, lM42 = left.Row3.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
+ result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
+ result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
+ result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix4x3 Mult(Matrix4x2 left, Matrix2x3 right)
+ {
+ Matrix4x3 result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix4x2 left, ref Matrix2x4 right, out Matrix4 result)
+ {
+ float lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y,
+ lM41 = left.Row3.X, lM42 = left.Row3.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
+ result.Row0.W = (lM11 * rM14) + (lM12 * rM24);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
+ result.Row1.W = (lM21 * rM14) + (lM22 * rM24);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
+ result.Row2.W = (lM31 * rM14) + (lM32 * rM24);
+ result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
+ result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
+ result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
+ result.Row3.W = (lM41 * rM14) + (lM42 * rM24);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix4 Mult(Matrix4x2 left, Matrix2x4 right)
+ {
+ Matrix4 result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Add
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static void Add(ref Matrix4x2 left, ref Matrix4x2 right, out Matrix4x2 result)
+ {
+ result.Row0.X = left.Row0.X + right.Row0.X;
+ result.Row0.Y = left.Row0.Y + right.Row0.Y;
+ result.Row1.X = left.Row1.X + right.Row1.X;
+ result.Row1.Y = left.Row1.Y + right.Row1.Y;
+ result.Row2.X = left.Row2.X + right.Row2.X;
+ result.Row2.Y = left.Row2.Y + right.Row2.Y;
+ result.Row3.X = left.Row3.X + right.Row3.X;
+ result.Row3.Y = left.Row3.Y + right.Row3.Y;
+ }
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static Matrix4x2 Add(Matrix4x2 left, Matrix4x2 right)
+ {
+ Matrix4x2 result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Subtract
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static void Subtract(ref Matrix4x2 left, ref Matrix4x2 right, out Matrix4x2 result)
+ {
+ result.Row0.X = left.Row0.X - right.Row0.X;
+ result.Row0.Y = left.Row0.Y - right.Row0.Y;
+ result.Row1.X = left.Row1.X - right.Row1.X;
+ result.Row1.Y = left.Row1.Y - right.Row1.Y;
+ result.Row2.X = left.Row2.X - right.Row2.X;
+ result.Row2.Y = left.Row2.Y - right.Row2.Y;
+ result.Row3.X = left.Row3.X - right.Row3.X;
+ result.Row3.Y = left.Row3.Y - right.Row3.Y;
+ }
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static Matrix4x2 Subtract(Matrix4x2 left, Matrix4x2 right)
+ {
+ Matrix4x2 result;
+ Subtract(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Transpose
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static void Transpose(ref Matrix4x2 mat, out Matrix2x4 result)
+ {
+ result.Row0.X = mat.Row0.X;
+ result.Row0.Y = mat.Row1.X;
+ result.Row0.Z = mat.Row2.X;
+ result.Row0.W = mat.Row3.X;
+ result.Row1.X = mat.Row0.Y;
+ result.Row1.Y = mat.Row1.Y;
+ result.Row1.Z = mat.Row2.Y;
+ result.Row1.W = mat.Row3.Y;
+ }
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static Matrix2x4 Transpose(Matrix4x2 mat)
+ {
+ Matrix2x4 result;
+ Transpose(ref mat, out result);
+ return result;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Operators
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4x2 which holds the result of the multiplication
+ public static Matrix4x2 operator *(float left, Matrix4x2 right)
+ {
+ return Mult(right, left);
+ }
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4x2 which holds the result of the multiplication
+ public static Matrix4x2 operator *(Matrix4x2 left, float right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2 which holds the result of the multiplication
+ public static Matrix4x2 operator *(Matrix4x2 left, Matrix2 right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4x3 which holds the result of the multiplication
+ public static Matrix4x3 operator *(Matrix4x2 left, Matrix2x3 right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4 which holds the result of the multiplication
+ public static Matrix4 operator *(Matrix4x2 left, Matrix2x4 right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix addition
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4x2 which holds the result of the addition
+ public static Matrix4x2 operator +(Matrix4x2 left, Matrix4x2 right)
+ {
+ return Add(left, right);
+ }
+
+ ///
+ /// Matrix subtraction
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4x2 which holds the result of the subtraction
+ public static Matrix4x2 operator -(Matrix4x2 left, Matrix4x2 right)
+ {
+ return Subtract(left, right);
+ }
+
+ ///
+ /// Compares two instances for equality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left equals right; false otherwise.
+ public static bool operator ==(Matrix4x2 left, Matrix4x2 right)
+ {
+ return left.Equals(right);
+ }
+
+ ///
+ /// Compares two instances for inequality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left does not equal right; false otherwise.
+ public static bool operator !=(Matrix4x2 left, Matrix4x2 right)
+ {
+ return !left.Equals(right);
+ }
+
+ #endregion
+
+ #region Overrides
+
+ #region public override string ToString()
+
+ ///
+ /// Returns a System.String that represents the current Matrix3d.
+ ///
+ /// The string representation of the matrix.
+ public override string ToString()
+ {
+ return String.Format("{0}\n{1}\n{2}\n{3}", Row0, Row1, Row2, Row3);
+ }
+
+ #endregion
+
+ #region public override int GetHashCode()
+
+ ///
+ /// Returns the hashcode for this instance.
+ ///
+ /// A System.Int32 containing the unique hashcode for this instance.
+ public override int GetHashCode()
+ {
+ return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode() ^ Row3.GetHashCode();
+ }
+
+ #endregion
+
+ #region public override bool Equals(object obj)
+
+ ///
+ /// Indicates whether this instance and a specified object are equal.
+ ///
+ /// The object to compare to.
+ /// True if the instances are equal; false otherwise.
+ public override bool Equals(object obj)
+ {
+ if (!(obj is Matrix4x2))
+ return false;
+
+ return this.Equals((Matrix4x2)obj);
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+
+ #region IEquatable Members
+
+ ///
+ /// Indicates whether the current matrix is equal to another matrix.
+ ///
+ /// An matrix to compare with this matrix.
+ /// true if the current matrix is equal to the matrix parameter; otherwise, false.
+ public bool Equals(Matrix4x2 other)
+ {
+ return
+ Row0 == other.Row0 &&
+ Row1 == other.Row1 &&
+ Row2 == other.Row2 &&
+ Row3 == other.Row3;
+ }
+
+ #endregion
+ }
}
diff --git a/Source/OpenTK/Math/Matrix4x2d.cs b/Source/OpenTK/Math/Matrix4x2d.cs
index f6f32ff9..c75ff308 100644
--- a/Source/OpenTK/Math/Matrix4x2d.cs
+++ b/Source/OpenTK/Math/Matrix4x2d.cs
@@ -27,739 +27,739 @@ using System.Runtime.InteropServices;
namespace OpenTK
{
- ///
- /// Represents a 4x2 matrix.
- ///
- public struct Matrix4x2d : IEquatable
- {
- #region Fields
-
- ///
- /// Top row of the matrix.
- ///
- public Vector2d Row0;
-
- ///
- /// Second row of the matrix.
- ///
- public Vector2d Row1;
-
- ///
- /// Third row of the matrix.
- ///
- public Vector2d Row2;
-
- ///
- /// Bottom row of the matrix.
- ///
- public Vector2d Row3;
-
- ///
- /// The zero matrix.
- ///
- public static readonly Matrix4x2d Zero = new Matrix4x2d(Vector2d.Zero, Vector2d.Zero, Vector2d.Zero, Vector2d.Zero);
-
- #endregion
-
- #region Constructors
-
- ///
- /// Constructs a new instance.
- ///
- /// Top row of the matrix.
- /// Second row of the matrix.
- /// Third row of the matrix.
- /// Bottom row of the matrix.
- public Matrix4x2d(Vector2d row0, Vector2d row1, Vector2d row2, Vector2d row3)
- {
- Row0 = row0;
- Row1 = row1;
- Row2 = row2;
- Row3 = row3;
- }
-
-
- ///
- /// Constructs a new instance
- ///
- /// First item of the first row of the matrix.
- /// Second item of the first row of the matrix.
- /// First item of the second row of the matrix.
- /// Second item of the second row of the matrix.
- /// First item of the third row of the matrix.
- /// Second item of the third row of the matrix.
- /// First item of the fourth row of the matrix.
- /// Second item of the fourth row of the matrix.
- public Matrix4x2d(
- double m00, double m01,
- double m10, double m11,
- double m20, double m21,
- double m30, double m31)
- {
- Row0 = new Vector2d(m00, m01);
- Row1 = new Vector2d(m10, m11);
- Row2 = new Vector2d(m20, m21);
- Row3 = new Vector2d(m30, m31);
- }
-
- #endregion
-
- #region Public Members
-
- #region Properties
-
- ///
- /// Gets or sets the first column of this matrix.
- ///
- public Vector4d Column0
- {
- get { return new Vector4d(Row0.X, Row1.X, Row2.X, Row3.X); }
- set { Row0.X = value.X; Row1.X = value.Y; Row2.X = value.Z; Row3.X = value.W; }
- }
-
- ///
- /// Gets or sets the second column of this matrix.
- ///
- public Vector4d Column1
- {
- get { return new Vector4d(Row0.Y, Row1.Y, Row2.Y, Row3.X); }
- set { Row0.Y = value.X; Row1.Y = value.Y; Row2.Y = value.Z; Row3.Y = value.W; }
- }
-
- ///
- /// Gets or sets the value at row 1, column 1 of this instance.
- ///
- public double M11 { get { return Row0.X; } set { Row0.X = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 2 of this instance.
- ///
- public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 1 of this instance.
- ///
- public double M21 { get { return Row1.X; } set { Row1.X = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 2 of this instance.
- ///
- public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 1 of this instance.
- ///
- public double M31 { get { return Row2.X; } set { Row2.X = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 2 of this instance.
- ///
- public double M32 { get { return Row2.Y; } set { Row2.Y = value; } }
-
- ///
- /// Gets or sets the value at row 4, column 1 of this instance.
- ///
- public double M41 { get { return Row3.X; } set { Row3.X = value; } }
-
- ///
- /// Gets or sets the value at row 4, column 2 of this instance.
- ///
- public double M42 { get { return Row3.Y; } set { Row3.Y = value; } }
-
- #endregion
-
- #region Indexers
-
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public double this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- else if (rowIndex == 2) return Row2[columnIndex];
- else if (rowIndex == 3) return Row3[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- else if (rowIndex == 2) Row2[columnIndex] = value;
- else if (rowIndex == 3) Row3[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
-
- #endregion
-
- #region Static
-
- #region CreateRotation
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix3x2 instance.
- public static void CreateRotation(double angle, out Matrix4x2d result)
- {
- double cos = (double)System.Math.Cos(angle);
- double sin = (double)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = sin;
- result.Row1.X = -sin;
- result.Row1.Y = cos;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- }
-
- ///
- /// Builds a rotation matrix.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix3x2 instance.
- public static Matrix4x2d CreateRotation(double angle)
- {
- Matrix4x2d result;
- CreateRotation(angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateScale
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x, y, and z axes.
- /// A scale matrix.
- public static void CreateScale(double scale, out Matrix4x2d result)
- {
- result.Row0.X = scale;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Single scale factor for the x and y axes.
- /// A scale matrix.
- public static Matrix4x2d CreateScale(double scale)
- {
- Matrix4x2d result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static void CreateScale(Vector2d scale, out Matrix4x2d result)
- {
- result.Row0.X = scale.X;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = scale.Y;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factors for the x and y axes.
- /// A scale matrix.
- public static Matrix4x2d CreateScale(Vector2d scale)
- {
- Matrix4x2d result;
- CreateScale(scale, out result);
- return result;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static void CreateScale(double x, double y, out Matrix4x2d result)
- {
- result.Row0.X = x;
- result.Row0.Y = 0;
- result.Row1.X = 0;
- result.Row1.Y = y;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- }
-
- ///
- /// Creates a scale matrix.
- ///
- /// Scale factor for the x axis.
- /// Scale factor for the y axis.
- /// A scale matrix.
- public static Matrix4x2d CreateScale(double x, double y)
- {
- Matrix4x2d result;
- CreateScale(x, y, out result);
- return result;
- }
-
- #endregion
-
- #region Multiply Functions
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix4x2d left, double right, out Matrix4x2d result)
- {
- result.Row0.X = left.Row0.X * right;
- result.Row0.Y = left.Row0.Y * right;
- result.Row1.X = left.Row1.X * right;
- result.Row1.Y = left.Row1.Y * right;
- result.Row2.X = left.Row2.X * right;
- result.Row2.Y = left.Row2.Y * right;
- result.Row3.X = left.Row3.X * right;
- result.Row3.Y = left.Row3.Y * right;
- }
-
- ///
- /// Multiplies and instance by a scalar.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix4x2d Mult(Matrix4x2d left, double right)
- {
- Matrix4x2d result;
- Mult(ref left, right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix4x2d left, ref Matrix2d right, out Matrix4x2d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- lM31 = left.Row2.X, lM32 = left.Row2.Y,
- lM41 = left.Row3.X, lM42 = left.Row3.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y,
- rM21 = right.Row1.X, rM22 = right.Row1.Y;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
- result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
- result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix4x2d Mult(Matrix4x2d left, Matrix2d right)
- {
- Matrix4x2d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix4x2d left, ref Matrix2x3d right, out Matrix4x3d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- lM31 = left.Row2.X, lM32 = left.Row2.Y,
- lM41 = left.Row3.X, lM42 = left.Row3.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
- result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
- result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
- result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix4x3d Mult(Matrix4x2d left, Matrix2x3d right)
- {
- Matrix4x3d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static void Mult(ref Matrix4x2d left, ref Matrix2x4d right, out Matrix4d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y,
- lM21 = left.Row1.X, lM22 = left.Row1.Y,
- lM31 = left.Row2.X, lM32 = left.Row2.Y,
- lM41 = left.Row3.X, lM42 = left.Row3.Y,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
- result.Row0.W = (lM11 * rM14) + (lM12 * rM24);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
- result.Row1.W = (lM21 * rM14) + (lM22 * rM24);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
- result.Row2.W = (lM31 * rM14) + (lM32 * rM24);
- result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
- result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
- result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
- result.Row3.W = (lM41 * rM14) + (lM42 * rM24);
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication.
- public static Matrix4d Mult(Matrix4x2d left, Matrix2x4d right)
- {
- Matrix4d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Add
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static void Add(ref Matrix4x2d left, ref Matrix4x2d right, out Matrix4x2d result)
- {
- result.Row0.X = left.Row0.X + right.Row0.X;
- result.Row0.Y = left.Row0.Y + right.Row0.Y;
- result.Row1.X = left.Row1.X + right.Row1.X;
- result.Row1.Y = left.Row1.Y + right.Row1.Y;
- result.Row2.X = left.Row2.X + right.Row2.X;
- result.Row2.Y = left.Row2.Y + right.Row2.Y;
- result.Row3.X = left.Row3.X + right.Row3.X;
- result.Row3.Y = left.Row3.Y + right.Row3.Y;
- }
-
- ///
- /// Adds two instances.
- ///
- /// The left operand of the addition.
- /// The right operand of the addition.
- /// A new instance that is the result of the addition.
- public static Matrix4x2d Add(Matrix4x2d left, Matrix4x2d right)
- {
- Matrix4x2d result;
- Add(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Subtract
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static void Subtract(ref Matrix4x2d left, ref Matrix4x2d right, out Matrix4x2d result)
- {
- result.Row0.X = left.Row0.X - right.Row0.X;
- result.Row0.Y = left.Row0.Y - right.Row0.Y;
- result.Row1.X = left.Row1.X - right.Row1.X;
- result.Row1.Y = left.Row1.Y - right.Row1.Y;
- result.Row2.X = left.Row2.X - right.Row2.X;
- result.Row2.Y = left.Row2.Y - right.Row2.Y;
- result.Row3.X = left.Row3.X - right.Row3.X;
- result.Row3.Y = left.Row3.Y - right.Row3.Y;
- }
-
- ///
- /// Subtracts two instances.
- ///
- /// The left operand of the subtraction.
- /// The right operand of the subtraction.
- /// A new instance that is the result of the subtraction.
- public static Matrix4x2d Subtract(Matrix4x2d left, Matrix4x2d right)
- {
- Matrix4x2d result;
- Subtract(ref left, ref right, out result);
- return result;
- }
-
- #endregion
-
- #region Transpose
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static void Transpose(ref Matrix4x2d mat, out Matrix2x4d result)
- {
- result.Row0.X = mat.Row0.X;
- result.Row0.Y = mat.Row1.X;
- result.Row0.Z = mat.Row2.X;
- result.Row0.W = mat.Row3.X;
- result.Row1.X = mat.Row0.Y;
- result.Row1.Y = mat.Row1.Y;
- result.Row1.Z = mat.Row2.Y;
- result.Row1.W = mat.Row3.Y;
- }
-
- ///
- /// Calculate the transpose of the given matrix.
- ///
- /// The matrix to transpose.
- /// The transpose of the given matrix.
- public static Matrix2x4d Transpose(Matrix4x2d mat)
- {
- Matrix2x4d result;
- Transpose(ref mat, out result);
- return result;
- }
-
- #endregion
-
- #endregion
-
- #region Operators
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4x2d which holds the result of the multiplication
- public static Matrix4x2d operator *(double left, Matrix4x2d right)
- {
- return Mult(right, left);
- }
-
- ///
- /// Scalar multiplication.
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4x2d which holds the result of the multiplication
- public static Matrix4x2d operator *(Matrix4x2d left, double right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix2d which holds the result of the multiplication
- public static Matrix4x2d operator *(Matrix4x2d left, Matrix2d right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4x3d which holds the result of the multiplication
- public static Matrix4x3d operator *(Matrix4x2d left, Matrix2x3d right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix multiplication
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4d which holds the result of the multiplication
- public static Matrix4d operator *(Matrix4x2d left, Matrix2x4d right)
- {
- return Mult(left, right);
- }
-
- ///
- /// Matrix addition
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4x2d which holds the result of the addition
- public static Matrix4x2d operator +(Matrix4x2d left, Matrix4x2d right)
- {
- return Add(left, right);
- }
-
- ///
- /// Matrix subtraction
- ///
- /// left-hand operand
- /// right-hand operand
- /// A new Matrix4x2d which holds the result of the subtraction
- public static Matrix4x2d operator -(Matrix4x2d left, Matrix4x2d right)
- {
- return Subtract(left, right);
- }
-
- ///
- /// Compares two instances for equality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left equals right; false otherwise.
- public static bool operator ==(Matrix4x2d left, Matrix4x2d right)
- {
- return left.Equals(right);
- }
-
- ///
- /// Compares two instances for inequality.
- ///
- /// The first instance.
- /// The second instance.
- /// True, if left does not equal right; false otherwise.
- public static bool operator !=(Matrix4x2d left, Matrix4x2d right)
- {
- return !left.Equals(right);
- }
-
- #endregion
-
- #region Overrides
-
- #region public override string ToString()
-
- ///
- /// Returns a System.String that represents the current Matrix3d.
- ///
- /// The string representation of the matrix.
- public override string ToString()
- {
- return String.Format("{0}\n{1}\n{2}\n{3}", Row0, Row1, Row2, Row3);
- }
-
- #endregion
-
- #region public override int GetHashCode()
-
- ///
- /// Returns the hashcode for this instance.
- ///
- /// A System.Int32 containing the unique hashcode for this instance.
- public override int GetHashCode()
- {
- return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode() ^ Row3.GetHashCode();
- }
-
- #endregion
-
- #region public override bool Equals(object obj)
-
- ///
- /// Indicates whether this instance and a specified object are equal.
- ///
- /// The object to compare to.
- /// True if the instances are equal; false otherwise.
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix4x2d))
- return false;
-
- return this.Equals((Matrix4x2d)obj);
- }
-
- #endregion
-
- #endregion
-
- #endregion
-
- #region IEquatable Members
-
- ///
- /// Indicates whether the current matrix is equal to another matrix.
- ///
- /// An matrix to compare with this matrix.
- /// true if the current matrix is equal to the matrix parameter; otherwise, false.
- public bool Equals(Matrix4x2d other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1 &&
- Row2 == other.Row2 &&
- Row3 == other.Row3;
- }
-
- #endregion
- }
+ ///
+ /// Represents a 4x2 matrix.
+ ///
+ public struct Matrix4x2d : IEquatable
+ {
+ #region Fields
+
+ ///
+ /// Top row of the matrix.
+ ///
+ public Vector2d Row0;
+
+ ///
+ /// Second row of the matrix.
+ ///
+ public Vector2d Row1;
+
+ ///
+ /// Third row of the matrix.
+ ///
+ public Vector2d Row2;
+
+ ///
+ /// Bottom row of the matrix.
+ ///
+ public Vector2d Row3;
+
+ ///
+ /// The zero matrix.
+ ///
+ public static readonly Matrix4x2d Zero = new Matrix4x2d(Vector2d.Zero, Vector2d.Zero, Vector2d.Zero, Vector2d.Zero);
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// Top row of the matrix.
+ /// Second row of the matrix.
+ /// Third row of the matrix.
+ /// Bottom row of the matrix.
+ public Matrix4x2d(Vector2d row0, Vector2d row1, Vector2d row2, Vector2d row3)
+ {
+ Row0 = row0;
+ Row1 = row1;
+ Row2 = row2;
+ Row3 = row3;
+ }
+
+
+ ///
+ /// Constructs a new instance
+ ///
+ /// First item of the first row of the matrix.
+ /// Second item of the first row of the matrix.
+ /// First item of the second row of the matrix.
+ /// Second item of the second row of the matrix.
+ /// First item of the third row of the matrix.
+ /// Second item of the third row of the matrix.
+ /// First item of the fourth row of the matrix.
+ /// Second item of the fourth row of the matrix.
+ public Matrix4x2d(
+ double m00, double m01,
+ double m10, double m11,
+ double m20, double m21,
+ double m30, double m31)
+ {
+ Row0 = new Vector2d(m00, m01);
+ Row1 = new Vector2d(m10, m11);
+ Row2 = new Vector2d(m20, m21);
+ Row3 = new Vector2d(m30, m31);
+ }
+
+ #endregion
+
+ #region Public Members
+
+ #region Properties
+
+ ///
+ /// Gets or sets the first column of this matrix.
+ ///
+ public Vector4d Column0
+ {
+ get { return new Vector4d(Row0.X, Row1.X, Row2.X, Row3.X); }
+ set { Row0.X = value.X; Row1.X = value.Y; Row2.X = value.Z; Row3.X = value.W; }
+ }
+
+ ///
+ /// Gets or sets the second column of this matrix.
+ ///
+ public Vector4d Column1
+ {
+ get { return new Vector4d(Row0.Y, Row1.Y, Row2.Y, Row3.X); }
+ set { Row0.Y = value.X; Row1.Y = value.Y; Row2.Y = value.Z; Row3.Y = value.W; }
+ }
+
+ ///
+ /// Gets or sets the value at row 1, column 1 of this instance.
+ ///
+ public double M11 { get { return Row0.X; } set { Row0.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 2 of this instance.
+ ///
+ public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 1 of this instance.
+ ///
+ public double M21 { get { return Row1.X; } set { Row1.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 2 of this instance.
+ ///
+ public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 1 of this instance.
+ ///
+ public double M31 { get { return Row2.X; } set { Row2.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 2 of this instance.
+ ///
+ public double M32 { get { return Row2.Y; } set { Row2.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 4, column 1 of this instance.
+ ///
+ public double M41 { get { return Row3.X; } set { Row3.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 4, column 2 of this instance.
+ ///
+ public double M42 { get { return Row3.Y; } set { Row3.Y = value; } }
+
+ #endregion
+
+ #region Indexers
+
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public double this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ else if (rowIndex == 2) return Row2[columnIndex];
+ else if (rowIndex == 3) return Row3[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ else if (rowIndex == 2) Row2[columnIndex] = value;
+ else if (rowIndex == 3) Row3[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
+
+ #endregion
+
+ #region Static
+
+ #region CreateRotation
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix3x2 instance.
+ public static void CreateRotation(double angle, out Matrix4x2d result)
+ {
+ double cos = (double)System.Math.Cos(angle);
+ double sin = (double)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix3x2 instance.
+ public static Matrix4x2d CreateRotation(double angle)
+ {
+ Matrix4x2d result;
+ CreateRotation(angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateScale
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x, y, and z axes.
+ /// A scale matrix.
+ public static void CreateScale(double scale, out Matrix4x2d result)
+ {
+ result.Row0.X = scale;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x and y axes.
+ /// A scale matrix.
+ public static Matrix4x2d CreateScale(double scale)
+ {
+ Matrix4x2d result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static void CreateScale(Vector2d scale, out Matrix4x2d result)
+ {
+ result.Row0.X = scale.X;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = scale.Y;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x and y axes.
+ /// A scale matrix.
+ public static Matrix4x2d CreateScale(Vector2d scale)
+ {
+ Matrix4x2d result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static void CreateScale(double x, double y, out Matrix4x2d result)
+ {
+ result.Row0.X = x;
+ result.Row0.Y = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = y;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// A scale matrix.
+ public static Matrix4x2d CreateScale(double x, double y)
+ {
+ Matrix4x2d result;
+ CreateScale(x, y, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Multiply Functions
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix4x2d left, double right, out Matrix4x2d result)
+ {
+ result.Row0.X = left.Row0.X * right;
+ result.Row0.Y = left.Row0.Y * right;
+ result.Row1.X = left.Row1.X * right;
+ result.Row1.Y = left.Row1.Y * right;
+ result.Row2.X = left.Row2.X * right;
+ result.Row2.Y = left.Row2.Y * right;
+ result.Row3.X = left.Row3.X * right;
+ result.Row3.Y = left.Row3.Y * right;
+ }
+
+ ///
+ /// Multiplies and instance by a scalar.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix4x2d Mult(Matrix4x2d left, double right)
+ {
+ Matrix4x2d result;
+ Mult(ref left, right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix4x2d left, ref Matrix2d right, out Matrix4x2d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y,
+ lM41 = left.Row3.X, lM42 = left.Row3.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
+ result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
+ result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix4x2d Mult(Matrix4x2d left, Matrix2d right)
+ {
+ Matrix4x2d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix4x2d left, ref Matrix2x3d right, out Matrix4x3d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y,
+ lM41 = left.Row3.X, lM42 = left.Row3.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
+ result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
+ result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
+ result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix4x3d Mult(Matrix4x2d left, Matrix2x3d right)
+ {
+ Matrix4x3d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static void Mult(ref Matrix4x2d left, ref Matrix2x4d right, out Matrix4d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y,
+ lM41 = left.Row3.X, lM42 = left.Row3.Y,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
+ result.Row0.W = (lM11 * rM14) + (lM12 * rM24);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
+ result.Row1.W = (lM21 * rM14) + (lM22 * rM24);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
+ result.Row2.W = (lM31 * rM14) + (lM32 * rM24);
+ result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
+ result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
+ result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
+ result.Row3.W = (lM41 * rM14) + (lM42 * rM24);
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication.
+ public static Matrix4d Mult(Matrix4x2d left, Matrix2x4d right)
+ {
+ Matrix4d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Add
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static void Add(ref Matrix4x2d left, ref Matrix4x2d right, out Matrix4x2d result)
+ {
+ result.Row0.X = left.Row0.X + right.Row0.X;
+ result.Row0.Y = left.Row0.Y + right.Row0.Y;
+ result.Row1.X = left.Row1.X + right.Row1.X;
+ result.Row1.Y = left.Row1.Y + right.Row1.Y;
+ result.Row2.X = left.Row2.X + right.Row2.X;
+ result.Row2.Y = left.Row2.Y + right.Row2.Y;
+ result.Row3.X = left.Row3.X + right.Row3.X;
+ result.Row3.Y = left.Row3.Y + right.Row3.Y;
+ }
+
+ ///
+ /// Adds two instances.
+ ///
+ /// The left operand of the addition.
+ /// The right operand of the addition.
+ /// A new instance that is the result of the addition.
+ public static Matrix4x2d Add(Matrix4x2d left, Matrix4x2d right)
+ {
+ Matrix4x2d result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Subtract
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static void Subtract(ref Matrix4x2d left, ref Matrix4x2d right, out Matrix4x2d result)
+ {
+ result.Row0.X = left.Row0.X - right.Row0.X;
+ result.Row0.Y = left.Row0.Y - right.Row0.Y;
+ result.Row1.X = left.Row1.X - right.Row1.X;
+ result.Row1.Y = left.Row1.Y - right.Row1.Y;
+ result.Row2.X = left.Row2.X - right.Row2.X;
+ result.Row2.Y = left.Row2.Y - right.Row2.Y;
+ result.Row3.X = left.Row3.X - right.Row3.X;
+ result.Row3.Y = left.Row3.Y - right.Row3.Y;
+ }
+
+ ///
+ /// Subtracts two instances.
+ ///
+ /// The left operand of the subtraction.
+ /// The right operand of the subtraction.
+ /// A new instance that is the result of the subtraction.
+ public static Matrix4x2d Subtract(Matrix4x2d left, Matrix4x2d right)
+ {
+ Matrix4x2d result;
+ Subtract(ref left, ref right, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region Transpose
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static void Transpose(ref Matrix4x2d mat, out Matrix2x4d result)
+ {
+ result.Row0.X = mat.Row0.X;
+ result.Row0.Y = mat.Row1.X;
+ result.Row0.Z = mat.Row2.X;
+ result.Row0.W = mat.Row3.X;
+ result.Row1.X = mat.Row0.Y;
+ result.Row1.Y = mat.Row1.Y;
+ result.Row1.Z = mat.Row2.Y;
+ result.Row1.W = mat.Row3.Y;
+ }
+
+ ///
+ /// Calculate the transpose of the given matrix.
+ ///
+ /// The matrix to transpose.
+ /// The transpose of the given matrix.
+ public static Matrix2x4d Transpose(Matrix4x2d mat)
+ {
+ Matrix2x4d result;
+ Transpose(ref mat, out result);
+ return result;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Operators
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4x2d which holds the result of the multiplication
+ public static Matrix4x2d operator *(double left, Matrix4x2d right)
+ {
+ return Mult(right, left);
+ }
+
+ ///
+ /// Scalar multiplication.
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4x2d which holds the result of the multiplication
+ public static Matrix4x2d operator *(Matrix4x2d left, double right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix2d which holds the result of the multiplication
+ public static Matrix4x2d operator *(Matrix4x2d left, Matrix2d right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4x3d which holds the result of the multiplication
+ public static Matrix4x3d operator *(Matrix4x2d left, Matrix2x3d right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix multiplication
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4d which holds the result of the multiplication
+ public static Matrix4d operator *(Matrix4x2d left, Matrix2x4d right)
+ {
+ return Mult(left, right);
+ }
+
+ ///
+ /// Matrix addition
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4x2d which holds the result of the addition
+ public static Matrix4x2d operator +(Matrix4x2d left, Matrix4x2d right)
+ {
+ return Add(left, right);
+ }
+
+ ///
+ /// Matrix subtraction
+ ///
+ /// left-hand operand
+ /// right-hand operand
+ /// A new Matrix4x2d which holds the result of the subtraction
+ public static Matrix4x2d operator -(Matrix4x2d left, Matrix4x2d right)
+ {
+ return Subtract(left, right);
+ }
+
+ ///
+ /// Compares two instances for equality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left equals right; false otherwise.
+ public static bool operator ==(Matrix4x2d left, Matrix4x2d right)
+ {
+ return left.Equals(right);
+ }
+
+ ///
+ /// Compares two instances for inequality.
+ ///
+ /// The first instance.
+ /// The second instance.
+ /// True, if left does not equal right; false otherwise.
+ public static bool operator !=(Matrix4x2d left, Matrix4x2d right)
+ {
+ return !left.Equals(right);
+ }
+
+ #endregion
+
+ #region Overrides
+
+ #region public override string ToString()
+
+ ///
+ /// Returns a System.String that represents the current Matrix3d.
+ ///
+ /// The string representation of the matrix.
+ public override string ToString()
+ {
+ return String.Format("{0}\n{1}\n{2}\n{3}", Row0, Row1, Row2, Row3);
+ }
+
+ #endregion
+
+ #region public override int GetHashCode()
+
+ ///
+ /// Returns the hashcode for this instance.
+ ///
+ /// A System.Int32 containing the unique hashcode for this instance.
+ public override int GetHashCode()
+ {
+ return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode() ^ Row3.GetHashCode();
+ }
+
+ #endregion
+
+ #region public override bool Equals(object obj)
+
+ ///
+ /// Indicates whether this instance and a specified object are equal.
+ ///
+ /// The object to compare to.
+ /// True if the instances are equal; false otherwise.
+ public override bool Equals(object obj)
+ {
+ if (!(obj is Matrix4x2d))
+ return false;
+
+ return this.Equals((Matrix4x2d)obj);
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+
+ #region IEquatable Members
+
+ ///
+ /// Indicates whether the current matrix is equal to another matrix.
+ ///
+ /// An matrix to compare with this matrix.
+ /// true if the current matrix is equal to the matrix parameter; otherwise, false.
+ public bool Equals(Matrix4x2d other)
+ {
+ return
+ Row0 == other.Row0 &&
+ Row1 == other.Row1 &&
+ Row2 == other.Row2 &&
+ Row3 == other.Row3;
+ }
+
+ #endregion
+ }
}
diff --git a/Source/OpenTK/Math/Matrix4x3.cs b/Source/OpenTK/Math/Matrix4x3.cs
index fde723db..4133e62e 100644
--- a/Source/OpenTK/Math/Matrix4x3.cs
+++ b/Source/OpenTK/Math/Matrix4x3.cs
@@ -27,842 +27,852 @@ using System.Runtime.InteropServices;
namespace OpenTK
{
- ///
- /// Represents a 3x4 matrix.
- ///
- [Serializable]
- [StructLayout(LayoutKind.Sequential)]
- public struct Matrix4x3 : IEquatable
- {
- #region Fields
-
- ///
- /// Top row of the matrix
- ///
- public Vector3 Row0;
-
- ///
- /// 2nd row of the matrix
- ///
- public Vector3 Row1;
-
- ///
- /// 3rd row of the matrix
- ///
- public Vector3 Row2;
-
- ///
- /// Bottom row of the matrix
- ///
- public Vector3 Row3;
-
- ///
- /// The zero matrix
- ///
- public static Matrix4x3 Zero = new Matrix4x3(Vector3.Zero, Vector3.Zero, Vector3.Zero, Vector3.Zero);
-
- #endregion
-
- #region Constructors
-
- ///
- /// Constructs a new instance.
- ///
- /// Top row of the matrix
- /// Second row of the matrix
- /// Third row of the matrix
- /// Bottom row of the matrix
- public Matrix4x3(Vector3 row0, Vector3 row1, Vector3 row2, Vector3 row3)
- {
- Row0 = row0;
- Row1 = row1;
- Row2 = row2;
- Row3 = row3;
- }
-
- ///
- /// Constructs a new instance.
- ///
- /// First item of the first row of the matrix.
- /// Second item of the first row of the matrix.
- /// Third item of the first row of the matrix.
- /// First item of the second row of the matrix.
- /// Second item of the second row of the matrix.
- /// Third item of the second row of the matrix.
- /// First item of the third row of the matrix.
- /// Second item of the third row of the matrix.
- /// Third item of the third row of the matrix.
- /// First item of the fourth row of the matrix.
- /// Second item of the fourth row of the matrix.
- /// Third item of the fourth row of the matrix.
- public Matrix4x3(
- float m00, float m01, float m02,
- float m10, float m11, float m12,
- float m20, float m21, float m22,
- float m30, float m31, float m32)
- {
- Row0 = new Vector3(m00, m01, m02);
- Row1 = new Vector3(m10, m11, m12);
- Row2 = new Vector3(m20, m21, m22);
- Row3 = new Vector3(m30, m31, m32);
- }
-
- #endregion
-
- #region Public Members
-
- #region Properties
-
- ///
- /// Gets the first column of this matrix.
- ///
- public Vector4 Column0
- {
- get { return new Vector4(Row0.X, Row1.X, Row2.X, Row3.X); }
- }
-
- ///
- /// Gets the second column of this matrix.
- ///
- public Vector4 Column1
- {
- get { return new Vector4(Row0.Y, Row1.Y, Row2.Y, Row3.Y); }
- }
-
- ///
- /// Gets the third column of this matrix.
- ///
- public Vector4 Column2
- {
- get { return new Vector4(Row0.Z, Row1.Z, Row2.Z, Row3.Z); }
- }
-
- ///
- /// Gets or sets the value at row 1, column 1 of this instance.
- ///
- public float M11 { get { return Row0.X; } set { Row0.X = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 2 of this instance.
- ///
- public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 3 of this instance.
- ///
- public float M13 { get { return Row0.Z; } set { Row0.Z = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 1 of this instance.
- ///
- public float M21 { get { return Row1.X; } set { Row1.X = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 2 of this instance.
- ///
- public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 3 of this instance.
- ///
- public float M23 { get { return Row1.Z; } set { Row1.Z = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 1 of this instance.
- ///
- public float M31 { get { return Row2.X; } set { Row2.X = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 2 of this instance.
- ///
- public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 3 of this instance.
- ///
- public float M33 { get { return Row2.Z; } set { Row2.Z = value; } }
-
- ///
- /// Gets or sets the value at row 4, column 1 of this instance.
- ///
- public float M41 { get { return Row3.X; } set { Row3.X = value; } }
-
- ///
- /// Gets or sets the value at row 4, column 2 of this instance.
- ///
- public float M42 { get { return Row3.Y; } set { Row3.Y = value; } }
-
- ///
- /// Gets or sets the value at row 4, column 3 of this instance.
- ///
- public float M43 { get { return Row3.Z; } set { Row3.Z = value; } }
-
- #endregion
-
- #region Indexers
-
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public float this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- else if (rowIndex == 2) return Row2[columnIndex];
- else if (rowIndex == 3) return Row3[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- else if (rowIndex == 2) Row2[columnIndex] = value;
- else if (rowIndex == 3) Row3[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
-
- #endregion
-
- #region Instance
-
- #region public void Invert()
-
- public void Invert()
- {
- this = Matrix4x3.Invert(this);
- }
-
- #endregion
-
- #endregion
-
- #region Static
-
- #region CreateFromAxisAngle
-
- ///
- /// Build a rotation matrix from the specified axis/angle rotation.
- ///
- /// The axis to rotate about.
- /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
- /// A matrix instance.
- public static void CreateFromAxisAngle(Vector3 axis, float angle, out Matrix4x3 result)
- {
- axis.Normalize();
- float axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
-
- float cos = (float)System.Math.Cos(-angle);
- float sin = (float)System.Math.Sin(-angle);
- float t = 1.0f - cos;
-
- float tXX = t * axisX * axisX,
- tXY = t * axisX * axisY,
- tXZ = t * axisX * axisZ,
- tYY = t * axisY * axisY,
- tYZ = t * axisY * axisZ,
- tZZ = t * axisZ * axisZ;
-
- float sinX = sin * axisX,
- sinY = sin * axisY,
- sinZ = sin * axisZ;
-
- result.Row0.X = tXX + cos;
- result.Row0.Y = tXY - sinZ;
- result.Row0.Z = tXZ + sinY;
- result.Row1.X = tXY + sinZ;
- result.Row1.Y = tYY + cos;
- result.Row1.Z = tYZ - sinX;
- result.Row2.X = tXZ - sinY;
- result.Row2.Y = tYZ + sinX;
- result.Row2.Z = tZZ + cos;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
- }
-
- ///
- /// Build a rotation matrix from the specified axis/angle rotation.
- ///
- /// The axis to rotate about.
- /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
- /// A matrix instance.
- public static Matrix4x3 CreateFromAxisAngle(Vector3 axis, float angle)
- {
- Matrix4x3 result;
- CreateFromAxisAngle(axis, angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateFromQuaternion
-
- ///
- /// Builds a rotation matrix from a quaternion.
- ///
- /// The quaternion to rotate by.
- /// A matrix instance.
- public static void CreateFromQuaternion(ref Quaternion q, out Matrix4x3 result)
- {
- float x = q.X, y = q.Y, z = q.Z, w = q.W,
- tx = 2 * x, ty = 2 * y, tz = 2 * z,
- txx = tx * x, tyy = ty * y, tzz = tz * z,
- txy = tx * y, txz = tx * z, tyz = ty * z,
- twx = w * tx, twy = w * ty, twz = w * tz;
-
- result.Row0.X = 1f - tyy - tzz;
- result.Row0.Y = txy - twz;
- result.Row0.Z = txz + twy;
- result.Row1.X = txy + twz;
- result.Row1.Y = 1f - txx - tzz;
- result.Row1.Z = tyz - twx;
- result.Row2.X = txz - twy;
- result.Row2.Y = tyz + twx;
- result.Row2.Z = 1f - txx - tyy;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
-
- /*Vector3 axis;
- float angle;
- q.ToAxisAngle(out axis, out angle);
- CreateFromAxisAngle(axis, angle, out result);*/
- }
-
- ///
- /// Builds a rotation matrix from a quaternion.
- ///
- /// The quaternion to rotate by.
- /// A matrix instance.
- public static Matrix4x3 CreateFromQuaternion(Quaternion q)
- {
- Matrix4x3 result;
- CreateFromQuaternion(ref q, out result);
- return result;
- }
-
- #endregion
-
- #region CreateRotation[XYZ]
-
- ///
- /// Builds a rotation matrix for a rotation around the x-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static void CreateRotationX(float angle, out Matrix4x3 result)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
-
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = cos;
- result.Row1.Z = sin;
- result.Row2.X = 0;
- result.Row2.Y = -sin;
- result.Row2.Z = cos;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the x-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static Matrix4x3 CreateRotationX(float angle)
- {
- Matrix4x3 result;
- CreateRotationX(angle, out result);
- return result;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the y-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static void CreateRotationY(float angle, out Matrix4x3 result)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = 0;
- result.Row0.Z = -sin;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row2.X = sin;
- result.Row2.Y = 0;
- result.Row2.Z = cos;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the y-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static Matrix4x3 CreateRotationY(float angle)
- {
- Matrix4x3 result;
- CreateRotationY(angle, out result);
- return result;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the z-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static void CreateRotationZ(float angle, out Matrix4x3 result)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = sin;
- result.Row0.Z = 0;
- result.Row1.X = -sin;
- result.Row1.Y = cos;
- result.Row1.Z = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the z-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4 instance.
- public static Matrix4x3 CreateRotationZ(float angle)
- {
- Matrix4x3 result;
- CreateRotationZ(angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateTranslation
-
- ///
- /// Creates a translation matrix.
- ///
- /// X translation.
- /// Y translation.
- /// Z translation.
- /// The resulting Matrix4 instance.
- public static void CreateTranslation(float x, float y, float z, out Matrix4x3 result)
- {
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row3.X = x;
- result.Row3.Y = y;
- result.Row3.Z = z;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// The translation vector.
- /// The resulting Matrix4 instance.
- public static void CreateTranslation(ref Vector3 vector, out Matrix4x3 result)
- {
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row3.X = vector.X;
- result.Row3.Y = vector.Y;
- result.Row3.Z = vector.Z;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// X translation.
- /// Y translation.
- /// Z translation.
- /// The resulting Matrix4 instance.
- public static Matrix4x3 CreateTranslation(float x, float y, float z)
- {
- Matrix4x3 result;
- CreateTranslation(x, y, z, out result);
- return result;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// The translation vector.
- /// The resulting Matrix4 instance.
- public static Matrix4x3 CreateTranslation(Vector3 vector)
- {
- Matrix4x3 result;
- CreateTranslation(vector.X, vector.Y, vector.Z, out result);
- return result;
- }
-
- #endregion
-
- #region CreateScale
-
- ///
- /// Build a scaling matrix
- ///
- /// Single scale factor for x,y and z axes
- /// A scaling matrix
- public static Matrix4x3 CreateScale(float scale)
- {
- return CreateScale(scale, scale, scale);
- }
-
- ///
- /// Build a scaling matrix
- ///
- /// Scale factors for x,y and z axes
- /// A scaling matrix
- public static Matrix4x3 CreateScale(Vector3 scale)
- {
- return CreateScale(scale.X, scale.Y, scale.Z);
- }
-
- ///
- /// Build a scaling matrix
- ///
- /// Scale factor for x-axis
- /// Scale factor for y-axis
- /// Scale factor for z-axis
- /// A scaling matrix
- public static Matrix4x3 CreateScale(float x, float y, float z)
- {
- Matrix4x3 result;
- result.Row0.X = x;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = y;
- result.Row1.Z = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = z;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
- return result;
- }
-
- #endregion
-
- #region Multiply Functions
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication
- public static Matrix4 Mult(Matrix4x3 left, Matrix3x4 right)
- {
- Matrix4 result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication
- public static void Mult(ref Matrix4x3 left, ref Matrix3x4 right, out Matrix4 result)
- {
- float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
- lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z,
- lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
- rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
- result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
- result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
- result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34);
- result.Row3.X = (lM41 * rM11) + (lM42 * rM21) + (lM43 * rM31);
- result.Row3.Y = (lM41 * rM12) + (lM42 * rM22) + (lM43 * rM32);
- result.Row3.Z = (lM41 * rM13) + (lM42 * rM23) + (lM43 * rM33);
- result.Row3.W = (lM41 * rM14) + (lM42 * rM24) + (lM43 * rM34);
- }
-
- public static Matrix4x3 Mult(Matrix4x3 left, Matrix4x3 right)
- {
- Matrix4x3 result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- public static void Mult(ref Matrix4x3 left, ref Matrix4x3 right, out Matrix4x3 result)
- {
- float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
- lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z,
- lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
- rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
- rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + rM41;
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + rM42;
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + rM43;
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + rM41;
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + rM42;
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + rM43;
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + rM41;
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + rM42;
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + rM43;
- result.Row3.X = (lM41 * rM11) + (lM42 * rM21) + (lM43 * rM31) + rM41;
- result.Row3.Y = (lM41 * rM12) + (lM42 * rM22) + (lM43 * rM32) + rM42;
- result.Row3.Z = (lM41 * rM13) + (lM42 * rM23) + (lM43 * rM33) + rM43;
- }
-
- public static Matrix4x3 Mult(Matrix4x3 left, float right)
- {
- Matrix4x3 result;
- Mult(ref left, right, out result);
- return result;
- }
-
- public static void Mult(ref Matrix4x3 left, float right, out Matrix4x3 result)
- {
- result.Row0 = left.Row0 * right;
- result.Row1 = left.Row1 * right;
- result.Row2 = left.Row2 * right;
- result.Row3 = left.Row3 * right;
- }
-
- #endregion
-
- #region Add Functions
-
- public static Matrix4x3 Add(Matrix4x3 left, Matrix4x3 right)
- {
- Matrix4x3 result;
- Add(ref left, ref right, out result);
- return result;
- }
-
- public static void Add(ref Matrix4x3 left, ref Matrix4x3 right, out Matrix4x3 result)
- {
- result.Row0 = left.Row0 + right.Row0;
- result.Row1 = left.Row1 + right.Row1;
- result.Row2 = left.Row2 + right.Row2;
- result.Row3 = left.Row3 + right.Row3;
- }
-
- #endregion
-
- #region Subtract Functions
-
- public static Matrix4x3 Subtract(Matrix4x3 left, Matrix4x3 right)
- {
- Matrix4x3 result;
- Subtract(ref left, ref right, out result);
- return result;
- }
-
- public static void Subtract(ref Matrix4x3 left, ref Matrix4x3 right, out Matrix4x3 result)
- {
- result.Row0 = left.Row0 - right.Row0;
- result.Row1 = left.Row1 - right.Row1;
- result.Row2 = left.Row2 - right.Row2;
- result.Row3 = left.Row3 - right.Row3;
- }
-
- #endregion
-
- #region Invert Functions
-
- public static Matrix4x3 Invert(Matrix4x3 mat)
- {
- Matrix4x3 result;
- Invert(ref mat, out result);
- return result;
- }
-
- public static void Invert(ref Matrix4x3 mat, out Matrix4x3 result)
- {
- Matrix3 inverseRotation = new Matrix3(mat.Column0.Xyz, mat.Column1.Xyz, mat.Column2.Xyz);
- inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
- inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
- inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
-
- Vector3 translation = mat.Row3;
-
- result.Row0 = inverseRotation.Row0;
- result.Row1 = inverseRotation.Row1;
- result.Row2 = inverseRotation.Row2;
- result.Row3 = new Vector3(-Vector3.Dot(inverseRotation.Row0, translation), -Vector3.Dot(inverseRotation.Row1, translation), -Vector3.Dot(inverseRotation.Row2, translation));
- }
-
- #endregion
-
- #region Transpose
-
- public static Matrix3x4 Transpose(Matrix4x3 mat)
- {
- return new Matrix3x4(mat.Column0, mat.Column1, mat.Column2);
- }
-
- public static void Transpose(ref Matrix4x3 mat, out Matrix3x4 result)
- {
- result.Row0 = mat.Column0;
- result.Row1 = mat.Column1;
- result.Row2 = mat.Column2;
- }
-
- #endregion
-
- #endregion
-
- #region Operators
-
- public static Matrix4 operator *(Matrix4x3 left, Matrix3x4 right)
- {
- return Matrix4x3.Mult(left, right);
- }
-
- public static Matrix4x3 operator *(Matrix4x3 left, Matrix4x3 right)
- {
- return Matrix4x3.Mult(left, right);
- }
-
- public static Matrix4x3 operator *(Matrix4x3 left, float right)
- {
- return Matrix4x3.Mult(left, right);
- }
-
- public static Matrix4x3 operator +(Matrix4x3 left, Matrix4x3 right)
- {
- return Matrix4x3.Add(left, right);
- }
-
- public static Matrix4x3 operator -(Matrix4x3 left, Matrix4x3 right)
- {
- return Matrix4x3.Subtract(left, right);
- }
-
- public static bool operator ==(Matrix4x3 left, Matrix4x3 right)
- {
- return left.Equals(right);
- }
-
- public static bool operator !=(Matrix4x3 left, Matrix4x3 right)
- {
- return !left.Equals(right);
- }
-
- #endregion
-
- #region Overrides
-
- #region public override string ToString()
-
- ///
- /// Returns a System.String that represents the current Matrix4x3.
- ///
- /// The string representation of the matrix.
- public override string ToString()
- {
- return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
- }
-
- #endregion
+ ///
+ /// Represents a 3x4 matrix.
+ ///
+ [Serializable]
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Matrix4x3 : IEquatable
+ {
+ #region Fields
+
+ ///
+ /// Top row of the matrix
+ ///
+ public Vector3 Row0;
+
+ ///
+ /// 2nd row of the matrix
+ ///
+ public Vector3 Row1;
+
+ ///
+ /// 3rd row of the matrix
+ ///
+ public Vector3 Row2;
+
+ ///
+ /// Bottom row of the matrix
+ ///
+ public Vector3 Row3;
+
+ ///
+ /// The zero matrix
+ ///
+ public static readonly Matrix4x3 Zero = new Matrix4x3(Vector3.Zero, Vector3.Zero, Vector3.Zero, Vector3.Zero);
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// Top row of the matrix
+ /// Second row of the matrix
+ /// Third row of the matrix
+ /// Bottom row of the matrix
+ public Matrix4x3(Vector3 row0, Vector3 row1, Vector3 row2, Vector3 row3)
+ {
+ Row0 = row0;
+ Row1 = row1;
+ Row2 = row2;
+ Row3 = row3;
+ }
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// First item of the first row of the matrix.
+ /// Second item of the first row of the matrix.
+ /// Third item of the first row of the matrix.
+ /// First item of the second row of the matrix.
+ /// Second item of the second row of the matrix.
+ /// Third item of the second row of the matrix.
+ /// First item of the third row of the matrix.
+ /// Second item of the third row of the matrix.
+ /// Third item of the third row of the matrix.
+ /// First item of the fourth row of the matrix.
+ /// Second item of the fourth row of the matrix.
+ /// Third item of the fourth row of the matrix.
+ public Matrix4x3(
+ float m00, float m01, float m02,
+ float m10, float m11, float m12,
+ float m20, float m21, float m22,
+ float m30, float m31, float m32)
+ {
+ Row0 = new Vector3(m00, m01, m02);
+ Row1 = new Vector3(m10, m11, m12);
+ Row2 = new Vector3(m20, m21, m22);
+ Row3 = new Vector3(m30, m31, m32);
+ }
+
+ #endregion
+
+ #region Public Members
+
+ #region Properties
+
+ ///
+ /// Gets the first column of this matrix.
+ ///
+ public Vector4 Column0
+ {
+ get { return new Vector4(Row0.X, Row1.X, Row2.X, Row3.X); }
+ }
+
+ ///
+ /// Gets the second column of this matrix.
+ ///
+ public Vector4 Column1
+ {
+ get { return new Vector4(Row0.Y, Row1.Y, Row2.Y, Row3.Y); }
+ }
+
+ ///
+ /// Gets the third column of this matrix.
+ ///
+ public Vector4 Column2
+ {
+ get { return new Vector4(Row0.Z, Row1.Z, Row2.Z, Row3.Z); }
+ }
+
+ ///
+ /// Gets or sets the value at row 1, column 1 of this instance.
+ ///
+ public float M11 { get { return Row0.X; } set { Row0.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 2 of this instance.
+ ///
+ public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 3 of this instance.
+ ///
+ public float M13 { get { return Row0.Z; } set { Row0.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 1 of this instance.
+ ///
+ public float M21 { get { return Row1.X; } set { Row1.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 2 of this instance.
+ ///
+ public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 3 of this instance.
+ ///
+ public float M23 { get { return Row1.Z; } set { Row1.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 1 of this instance.
+ ///
+ public float M31 { get { return Row2.X; } set { Row2.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 2 of this instance.
+ ///
+ public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 3 of this instance.
+ ///
+ public float M33 { get { return Row2.Z; } set { Row2.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 4, column 1 of this instance.
+ ///
+ public float M41 { get { return Row3.X; } set { Row3.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 4, column 2 of this instance.
+ ///
+ public float M42 { get { return Row3.Y; } set { Row3.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 4, column 3 of this instance.
+ ///
+ public float M43 { get { return Row3.Z; } set { Row3.Z = value; } }
+
+ #endregion
+
+ #region Indexers
+
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public float this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ else if (rowIndex == 2) return Row2[columnIndex];
+ else if (rowIndex == 3) return Row3[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ else if (rowIndex == 2) Row2[columnIndex] = value;
+ else if (rowIndex == 3) Row3[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
+
+ #endregion
+
+ #region Instance
+
+ #region public void Invert()
+
+ ///
+ /// Converts this instance into it's inverse by inverting the upper-left 3x3 and replacing Row3.
+ ///
+ public void Invert()
+ {
+ this = Matrix4x3.Invert(this);
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Static
+
+ #region CreateFromAxisAngle
+
+ ///
+ /// Build a rotation matrix from the specified axis/angle rotation.
+ ///
+ /// The axis to rotate about.
+ /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
+ /// A matrix instance.
+ public static void CreateFromAxisAngle(Vector3 axis, float angle, out Matrix4x3 result)
+ {
+ axis.Normalize();
+ float axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
+
+ float cos = (float)System.Math.Cos(-angle);
+ float sin = (float)System.Math.Sin(-angle);
+ float t = 1.0f - cos;
+
+ float tXX = t * axisX * axisX,
+ tXY = t * axisX * axisY,
+ tXZ = t * axisX * axisZ,
+ tYY = t * axisY * axisY,
+ tYZ = t * axisY * axisZ,
+ tZZ = t * axisZ * axisZ;
+
+ float sinX = sin * axisX,
+ sinY = sin * axisY,
+ sinZ = sin * axisZ;
+
+ result.Row0.X = tXX + cos;
+ result.Row0.Y = tXY - sinZ;
+ result.Row0.Z = tXZ + sinY;
+ result.Row1.X = tXY + sinZ;
+ result.Row1.Y = tYY + cos;
+ result.Row1.Z = tYZ - sinX;
+ result.Row2.X = tXZ - sinY;
+ result.Row2.Y = tYZ + sinX;
+ result.Row2.Z = tZZ + cos;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ }
+
+ ///
+ /// Build a rotation matrix from the specified axis/angle rotation.
+ ///
+ /// The axis to rotate about.
+ /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
+ /// A matrix instance.
+ public static Matrix4x3 CreateFromAxisAngle(Vector3 axis, float angle)
+ {
+ Matrix4x3 result;
+ CreateFromAxisAngle(axis, angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateFromQuaternion
+
+ ///
+ /// Builds a rotation matrix from a quaternion.
+ ///
+ /// The quaternion to rotate by.
+ /// A matrix instance.
+ public static void CreateFromQuaternion(ref Quaternion q, out Matrix4x3 result)
+ {
+ float x = q.X, y = q.Y, z = q.Z, w = q.W,
+ tx = 2 * x, ty = 2 * y, tz = 2 * z,
+ txx = tx * x, tyy = ty * y, tzz = tz * z,
+ txy = tx * y, txz = tx * z, tyz = ty * z,
+ twx = w * tx, twy = w * ty, twz = w * tz;
+
+ result.Row0.X = 1f - tyy - tzz;
+ result.Row0.Y = txy - twz;
+ result.Row0.Z = txz + twy;
+ result.Row1.X = txy + twz;
+ result.Row1.Y = 1f - txx - tzz;
+ result.Row1.Z = tyz - twx;
+ result.Row2.X = txz - twy;
+ result.Row2.Y = tyz + twx;
+ result.Row2.Z = 1f - txx - tyy;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+
+ /*Vector3 axis;
+ float angle;
+ q.ToAxisAngle(out axis, out angle);
+ CreateFromAxisAngle(axis, angle, out result);*/
+ }
+
+ ///
+ /// Builds a rotation matrix from a quaternion.
+ ///
+ /// The quaternion to rotate by.
+ /// A matrix instance.
+ public static Matrix4x3 CreateFromQuaternion(Quaternion q)
+ {
+ Matrix4x3 result;
+ CreateFromQuaternion(ref q, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateRotation[XYZ]
+
+ ///
+ /// Builds a rotation matrix for a rotation around the x-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static void CreateRotationX(float angle, out Matrix4x3 result)
+ {
+ float cos = (float)System.Math.Cos(angle);
+ float sin = (float)System.Math.Sin(angle);
+
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = cos;
+ result.Row1.Z = sin;
+ result.Row2.X = 0;
+ result.Row2.Y = -sin;
+ result.Row2.Z = cos;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the x-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static Matrix4x3 CreateRotationX(float angle)
+ {
+ Matrix4x3 result;
+ CreateRotationX(angle, out result);
+ return result;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the y-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static void CreateRotationY(float angle, out Matrix4x3 result)
+ {
+ float cos = (float)System.Math.Cos(angle);
+ float sin = (float)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = 0;
+ result.Row0.Z = -sin;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row2.X = sin;
+ result.Row2.Y = 0;
+ result.Row2.Z = cos;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the y-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static Matrix4x3 CreateRotationY(float angle)
+ {
+ Matrix4x3 result;
+ CreateRotationY(angle, out result);
+ return result;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the z-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static void CreateRotationZ(float angle, out Matrix4x3 result)
+ {
+ float cos = (float)System.Math.Cos(angle);
+ float sin = (float)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row0.Z = 0;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
+ result.Row1.Z = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the z-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4 instance.
+ public static Matrix4x3 CreateRotationZ(float angle)
+ {
+ Matrix4x3 result;
+ CreateRotationZ(angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateTranslation
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// X translation.
+ /// Y translation.
+ /// Z translation.
+ /// The resulting Matrix4 instance.
+ public static void CreateTranslation(float x, float y, float z, out Matrix4x3 result)
+ {
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row3.X = x;
+ result.Row3.Y = y;
+ result.Row3.Z = z;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// The translation vector.
+ /// The resulting Matrix4 instance.
+ public static void CreateTranslation(ref Vector3 vector, out Matrix4x3 result)
+ {
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row3.X = vector.X;
+ result.Row3.Y = vector.Y;
+ result.Row3.Z = vector.Z;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// X translation.
+ /// Y translation.
+ /// Z translation.
+ /// The resulting Matrix4 instance.
+ public static Matrix4x3 CreateTranslation(float x, float y, float z)
+ {
+ Matrix4x3 result;
+ CreateTranslation(x, y, z, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// The translation vector.
+ /// The resulting Matrix4 instance.
+ public static Matrix4x3 CreateTranslation(Vector3 vector)
+ {
+ Matrix4x3 result;
+ CreateTranslation(vector.X, vector.Y, vector.Z, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateScale
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Single scale factor for x,y and z axes
+ /// A scaling matrix
+ public static Matrix4x3 CreateScale(float scale)
+ {
+ return CreateScale(scale, scale, scale);
+ }
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Scale factors for x,y and z axes
+ /// A scaling matrix
+ public static Matrix4x3 CreateScale(Vector3 scale)
+ {
+ return CreateScale(scale.X, scale.Y, scale.Z);
+ }
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Scale factor for x-axis
+ /// Scale factor for y-axis
+ /// Scale factor for z-axis
+ /// A scaling matrix
+ public static Matrix4x3 CreateScale(float x, float y, float z)
+ {
+ Matrix4x3 result;
+ result.Row0.X = x;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = y;
+ result.Row1.Z = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = z;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ return result;
+ }
+
+ #endregion
+
+ #region Multiply Functions
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication
+ public static Matrix4 Mult(Matrix4x3 left, Matrix3x4 right)
+ {
+ Matrix4 result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication
+ public static void Mult(ref Matrix4x3 left, ref Matrix3x4 right, out Matrix4 result)
+ {
+ float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z,
+ lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
+ result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
+ result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
+ result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34);
+ result.Row3.X = (lM41 * rM11) + (lM42 * rM21) + (lM43 * rM31);
+ result.Row3.Y = (lM41 * rM12) + (lM42 * rM22) + (lM43 * rM32);
+ result.Row3.Z = (lM41 * rM13) + (lM42 * rM23) + (lM43 * rM33);
+ result.Row3.W = (lM41 * rM14) + (lM42 * rM24) + (lM43 * rM34);
+ }
+
+ public static Matrix4x3 Mult(Matrix4x3 left, Matrix4x3 right)
+ {
+ Matrix4x3 result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication
+ public static void Mult(ref Matrix4x3 left, ref Matrix4x3 right, out Matrix4x3 result)
+ {
+ float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z,
+ lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
+ rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + rM41;
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + rM42;
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + rM43;
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + rM41;
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + rM42;
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + rM43;
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + rM41;
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + rM42;
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + rM43;
+ result.Row3.X = (lM41 * rM11) + (lM42 * rM21) + (lM43 * rM31) + rM41;
+ result.Row3.Y = (lM41 * rM12) + (lM42 * rM22) + (lM43 * rM32) + rM42;
+ result.Row3.Z = (lM41 * rM13) + (lM42 * rM23) + (lM43 * rM33) + rM43;
+ }
+
+ public static Matrix4x3 Mult(Matrix4x3 left, float right)
+ {
+ Matrix4x3 result;
+ Mult(ref left, right, out result);
+ return result;
+ }
+
+
+ public static void Mult(ref Matrix4x3 left, float right, out Matrix4x3 result)
+ {
+ result.Row0 = left.Row0 * right;
+ result.Row1 = left.Row1 * right;
+ result.Row2 = left.Row2 * right;
+ result.Row3 = left.Row3 * right;
+ }
+
+ #endregion
+
+ #region Add Functions
+
+ public static Matrix4x3 Add(Matrix4x3 left, Matrix4x3 right)
+ {
+ Matrix4x3 result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Add(ref Matrix4x3 left, ref Matrix4x3 right, out Matrix4x3 result)
+ {
+ result.Row0 = left.Row0 + right.Row0;
+ result.Row1 = left.Row1 + right.Row1;
+ result.Row2 = left.Row2 + right.Row2;
+ result.Row3 = left.Row3 + right.Row3;
+ }
+
+ #endregion
+
+ #region Subtract Functions
+
+ public static Matrix4x3 Subtract(Matrix4x3 left, Matrix4x3 right)
+ {
+ Matrix4x3 result;
+ Subtract(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Subtract(ref Matrix4x3 left, ref Matrix4x3 right, out Matrix4x3 result)
+ {
+ result.Row0 = left.Row0 - right.Row0;
+ result.Row1 = left.Row1 - right.Row1;
+ result.Row2 = left.Row2 - right.Row2;
+ result.Row3 = left.Row3 - right.Row3;
+ }
+
+ #endregion
+
+ #region Invert Functions
+
+ public static Matrix4x3 Invert(Matrix4x3 mat)
+ {
+ Matrix4x3 result;
+ Invert(ref mat, out result);
+ return result;
+ }
+
+ public static void Invert(ref Matrix4x3 mat, out Matrix4x3 result)
+ {
+ Matrix3 inverseRotation = new Matrix3(mat.Column0.Xyz, mat.Column1.Xyz, mat.Column2.Xyz);
+ inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
+ inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
+ inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
+
+ Vector3 translation = mat.Row3;
+
+ result.Row0 = inverseRotation.Row0;
+ result.Row1 = inverseRotation.Row1;
+ result.Row2 = inverseRotation.Row2;
+ result.Row3 = new Vector3(-Vector3.Dot(inverseRotation.Row0, translation), -Vector3.Dot(inverseRotation.Row1, translation), -Vector3.Dot(inverseRotation.Row2, translation));
+ }
+
+ #endregion
+
+ #region Transpose
+
+ public static Matrix3x4 Transpose(Matrix4x3 mat)
+ {
+ return new Matrix3x4(mat.Column0, mat.Column1, mat.Column2);
+ }
+
+ public static void Transpose(ref Matrix4x3 mat, out Matrix3x4 result)
+ {
+ result.Row0 = mat.Column0;
+ result.Row1 = mat.Column1;
+ result.Row2 = mat.Column2;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Operators
+
+ public static Matrix4 operator *(Matrix4x3 left, Matrix3x4 right)
+ {
+ return Matrix4x3.Mult(left, right);
+ }
+
+ public static Matrix4x3 operator *(Matrix4x3 left, Matrix4x3 right)
+ {
+ return Matrix4x3.Mult(left, right);
+ }
+
+ public static Matrix4x3 operator *(Matrix4x3 left, float right)
+ {
+ return Matrix4x3.Mult(left, right);
+ }
+
+ public static Matrix4x3 operator +(Matrix4x3 left, Matrix4x3 right)
+ {
+ return Matrix4x3.Add(left, right);
+ }
+
+ public static Matrix4x3 operator -(Matrix4x3 left, Matrix4x3 right)
+ {
+ return Matrix4x3.Subtract(left, right);
+ }
+
+ public static bool operator ==(Matrix4x3 left, Matrix4x3 right)
+ {
+ return left.Equals(right);
+ }
+
+ public static bool operator !=(Matrix4x3 left, Matrix4x3 right)
+ {
+ return !left.Equals(right);
+ }
+
+ #endregion
+
+ #region Overrides
+
+ #region public override string ToString()
+
+ ///
+ /// Returns a System.String that represents the current Matrix4x3.
+ ///
+ /// The string representation of the matrix.
+ public override string ToString()
+ {
+ return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
+ }
+
+ #endregion
- #region public override int GetHashCode()
-
- ///
- /// Returns the hashcode for this instance.
- ///
- /// A System.Int32 containing the unique hashcode for this instance.
- public override int GetHashCode()
- {
- return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
- }
-
- #endregion
-
- #region public override bool Equals(object obj)
-
- ///
- /// Indicates whether this instance and a specified object are equal.
- ///
- /// The object to compare tresult.
- /// True if the instances are equal; false otherwise.
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix4x3))
- return false;
+ #region public override int GetHashCode()
+
+ ///
+ /// Returns the hashcode for this instance.
+ ///
+ /// A System.Int32 containing the unique hashcode for this instance.
+ public override int GetHashCode()
+ {
+ return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
+ }
+
+ #endregion
+
+ #region public override bool Equals(object obj)
+
+ ///
+ /// Indicates whether this instance and a specified object are equal.
+ ///
+ /// The object to compare tresult.
+ /// True if the instances are equal; false otherwise.
+ public override bool Equals(object obj)
+ {
+ if (!(obj is Matrix4x3))
+ return false;
- return this.Equals((Matrix4x3)obj);
- }
+ return this.Equals((Matrix4x3)obj);
+ }
- #endregion
-
- #endregion
-
- #endregion
-
- #region IEquatable Members
-
- /// Indicates whether the current matrix is equal to another matrix.
- /// An matrix to compare with this matrix.
- /// true if the current matrix is equal to the matrix parameter; otherwise, false.
- public bool Equals(Matrix4x3 other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1 &&
- Row2 == other.Row2 &&
- Row3 == other.Row3;
- }
-
- #endregion
- }
+ #endregion
+
+ #endregion
+
+ #endregion
+
+ #region IEquatable Members
+
+ /// Indicates whether the current matrix is equal to another matrix.
+ /// An matrix to compare with this matrix.
+ /// true if the current matrix is equal to the matrix parameter; otherwise, false.
+ public bool Equals(Matrix4x3 other)
+ {
+ return
+ Row0 == other.Row0 &&
+ Row1 == other.Row1 &&
+ Row2 == other.Row2 &&
+ Row3 == other.Row3;
+ }
+
+ #endregion
+ }
}
diff --git a/Source/OpenTK/Math/Matrix4x3d.cs b/Source/OpenTK/Math/Matrix4x3d.cs
index 163b04ef..b6b24f3a 100644
--- a/Source/OpenTK/Math/Matrix4x3d.cs
+++ b/Source/OpenTK/Math/Matrix4x3d.cs
@@ -27,842 +27,842 @@ using System.Runtime.InteropServices;
namespace OpenTK
{
- ///
- /// Represents a 3x4 matrix.
- ///
- [Serializable]
- [StructLayout(LayoutKind.Sequential)]
- public struct Matrix4x3d : IEquatable
- {
- #region Fields
-
- ///
- /// Top row of the matrix
- ///
- public Vector3d Row0;
-
- ///
- /// 2nd row of the matrix
- ///
- public Vector3d Row1;
-
- ///
- /// 3rd row of the matrix
- ///
- public Vector3d Row2;
-
- ///
- /// Bottom row of the matrix
- ///
- public Vector3d Row3;
-
- ///
- /// The zero matrix
- ///
- public static Matrix4x3d Zero = new Matrix4x3d(Vector3d.Zero, Vector3d.Zero, Vector3d.Zero, Vector3d.Zero);
-
- #endregion
-
- #region Constructors
-
- ///
- /// Constructs a new instance.
- ///
- /// Top row of the matrix
- /// Second row of the matrix
- /// Third row of the matrix
- /// Bottom row of the matrix
- public Matrix4x3d(Vector3d row0, Vector3d row1, Vector3d row2, Vector3d row3)
- {
- Row0 = row0;
- Row1 = row1;
- Row2 = row2;
- Row3 = row3;
- }
-
- ///
- /// Constructs a new instance.
- ///
- /// First item of the first row of the matrix.
- /// Second item of the first row of the matrix.
- /// Third item of the first row of the matrix.
- /// First item of the second row of the matrix.
- /// Second item of the second row of the matrix.
- /// Third item of the second row of the matrix.
- /// First item of the third row of the matrix.
- /// Second item of the third row of the matrix.
- /// Third item of the third row of the matrix.
- /// First item of the fourth row of the matrix.
- /// Second item of the fourth row of the matrix.
- /// Third item of the fourth row of the matrix.
- public Matrix4x3d(
- double m00, double m01, double m02,
- double m10, double m11, double m12,
- double m20, double m21, double m22,
- double m30, double m31, double m32)
- {
- Row0 = new Vector3d(m00, m01, m02);
- Row1 = new Vector3d(m10, m11, m12);
- Row2 = new Vector3d(m20, m21, m22);
- Row3 = new Vector3d(m30, m31, m32);
- }
-
- #endregion
-
- #region Public Members
-
- #region Properties
-
- ///
- /// Gets the first column of this matrix.
- ///
- public Vector4d Column0
- {
- get { return new Vector4d(Row0.X, Row1.X, Row2.X, Row3.X); }
- }
-
- ///
- /// Gets the second column of this matrix.
- ///
- public Vector4d Column1
- {
- get { return new Vector4d(Row0.Y, Row1.Y, Row2.Y, Row3.Y); }
- }
-
- ///
- /// Gets the third column of this matrix.
- ///
- public Vector4d Column2
- {
- get { return new Vector4d(Row0.Z, Row1.Z, Row2.Z, Row3.Z); }
- }
-
- ///
- /// Gets or sets the value at row 1, column 1 of this instance.
- ///
- public double M11 { get { return Row0.X; } set { Row0.X = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 2 of this instance.
- ///
- public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
-
- ///
- /// Gets or sets the value at row 1, column 3 of this instance.
- ///
- public double M13 { get { return Row0.Z; } set { Row0.Z = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 1 of this instance.
- ///
- public double M21 { get { return Row1.X; } set { Row1.X = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 2 of this instance.
- ///
- public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
-
- ///
- /// Gets or sets the value at row 2, column 3 of this instance.
- ///
- public double M23 { get { return Row1.Z; } set { Row1.Z = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 1 of this instance.
- ///
- public double M31 { get { return Row2.X; } set { Row2.X = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 2 of this instance.
- ///
- public double M32 { get { return Row2.Y; } set { Row2.Y = value; } }
-
- ///
- /// Gets or sets the value at row 3, column 3 of this instance.
- ///
- public double M33 { get { return Row2.Z; } set { Row2.Z = value; } }
-
- ///
- /// Gets or sets the value at row 4, column 1 of this instance.
- ///
- public double M41 { get { return Row3.X; } set { Row3.X = value; } }
-
- ///
- /// Gets or sets the value at row 4, column 2 of this instance.
- ///
- public double M42 { get { return Row3.Y; } set { Row3.Y = value; } }
-
- ///
- /// Gets or sets the value at row 4, column 3 of this instance.
- ///
- public double M43 { get { return Row3.Z; } set { Row3.Z = value; } }
-
- #endregion
-
- #region Indexers
-
- ///
- /// Gets or sets the value at a specified row and column.
- ///
- public double this[int rowIndex, int columnIndex]
- {
- get
- {
- if (rowIndex == 0) return Row0[columnIndex];
- else if (rowIndex == 1) return Row1[columnIndex];
- else if (rowIndex == 2) return Row2[columnIndex];
- else if (rowIndex == 3) return Row3[columnIndex];
- throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- set
- {
- if (rowIndex == 0) Row0[columnIndex] = value;
- else if (rowIndex == 1) Row1[columnIndex] = value;
- else if (rowIndex == 2) Row2[columnIndex] = value;
- else if (rowIndex == 3) Row3[columnIndex] = value;
- throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
- }
- }
-
- #endregion
-
- #region Instance
-
- #region public void Invert()
-
- public void Invert()
- {
- this = Matrix4x3d.Invert(this);
- }
-
- #endregion
-
- #endregion
-
- #region Static
-
- #region CreateFromAxisAngle
-
- ///
- /// Build a rotation matrix from the specified axis/angle rotation.
- ///
- /// The axis to rotate about.
- /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
- /// A matrix instance.
- public static void CreateFromAxisAngle(Vector3d axis, double angle, out Matrix4x3d result)
- {
- axis.Normalize();
- double axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
-
- double cos = (double)System.Math.Cos(-angle);
- double sin = (double)System.Math.Sin(-angle);
- double t = 1.0f - cos;
-
- double tXX = t * axisX * axisX,
- tXY = t * axisX * axisY,
- tXZ = t * axisX * axisZ,
- tYY = t * axisY * axisY,
- tYZ = t * axisY * axisZ,
- tZZ = t * axisZ * axisZ;
-
- double sinX = sin * axisX,
- sinY = sin * axisY,
- sinZ = sin * axisZ;
-
- result.Row0.X = tXX + cos;
- result.Row0.Y = tXY - sinZ;
- result.Row0.Z = tXZ + sinY;
- result.Row1.X = tXY + sinZ;
- result.Row1.Y = tYY + cos;
- result.Row1.Z = tYZ - sinX;
- result.Row2.X = tXZ - sinY;
- result.Row2.Y = tYZ + sinX;
- result.Row2.Z = tZZ + cos;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
- }
-
- ///
- /// Build a rotation matrix from the specified axis/angle rotation.
- ///
- /// The axis to rotate about.
- /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
- /// A matrix instance.
- public static Matrix4x3d CreateFromAxisAngle(Vector3d axis, double angle)
- {
- Matrix4x3d result;
- CreateFromAxisAngle(axis, angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateFromQuaternion
-
- ///
- /// Builds a rotation matrix from a quaternion.
- ///
- /// The quaternion to rotate by.
- /// A matrix instance.
- public static void CreateFromQuaternion(ref Quaternion q, out Matrix4x3d result)
- {
- double x = q.X, y = q.Y, z = q.Z, w = q.W,
- tx = 2 * x, ty = 2 * y, tz = 2 * z,
- txx = tx * x, tyy = ty * y, tzz = tz * z,
- txy = tx * y, txz = tx * z, tyz = ty * z,
- twx = w * tx, twy = w * ty, twz = w * tz;
-
- result.Row0.X = 1f - tyy - tzz;
- result.Row0.Y = txy - twz;
- result.Row0.Z = txz + twy;
- result.Row1.X = txy + twz;
- result.Row1.Y = 1f - txx - tzz;
- result.Row1.Z = tyz - twx;
- result.Row2.X = txz - twy;
- result.Row2.Y = tyz + twx;
- result.Row2.Z = 1f - txx - tyy;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
-
- /*Vector3d axis;
- double angle;
- q.ToAxisAngle(out axis, out angle);
- CreateFromAxisAngle(axis, angle, out result);*/
- }
-
- ///
- /// Builds a rotation matrix from a quaternion.
- ///
- /// The quaternion to rotate by.
- /// A matrix instance.
- public static Matrix4x3d CreateFromQuaternion(Quaternion q)
- {
- Matrix4x3d result;
- CreateFromQuaternion(ref q, out result);
- return result;
- }
-
- #endregion
-
- #region CreateRotation[XYZ]
-
- ///
- /// Builds a rotation matrix for a rotation around the x-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4dinstance.
- public static void CreateRotationX(double angle, out Matrix4x3d result)
- {
- double cos = (double)System.Math.Cos(angle);
- double sin = (double)System.Math.Sin(angle);
-
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = cos;
- result.Row1.Z = sin;
- result.Row2.X = 0;
- result.Row2.Y = -sin;
- result.Row2.Z = cos;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the x-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4dinstance.
- public static Matrix4x3d CreateRotationX(double angle)
- {
- Matrix4x3d result;
- CreateRotationX(angle, out result);
- return result;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the y-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4dinstance.
- public static void CreateRotationY(double angle, out Matrix4x3d result)
- {
- double cos = (double)System.Math.Cos(angle);
- double sin = (double)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = 0;
- result.Row0.Z = -sin;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row2.X = sin;
- result.Row2.Y = 0;
- result.Row2.Z = cos;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the y-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4dinstance.
- public static Matrix4x3d CreateRotationY(double angle)
- {
- Matrix4x3d result;
- CreateRotationY(angle, out result);
- return result;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the z-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4dinstance.
- public static void CreateRotationZ(double angle, out Matrix4x3d result)
- {
- double cos = (double)System.Math.Cos(angle);
- double sin = (double)System.Math.Sin(angle);
-
- result.Row0.X = cos;
- result.Row0.Y = sin;
- result.Row0.Z = 0;
- result.Row1.X = -sin;
- result.Row1.Y = cos;
- result.Row1.Z = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
- }
-
- ///
- /// Builds a rotation matrix for a rotation around the z-axis.
- ///
- /// The counter-clockwise angle in radians.
- /// The resulting Matrix4dinstance.
- public static Matrix4x3d CreateRotationZ(double angle)
- {
- Matrix4x3d result;
- CreateRotationZ(angle, out result);
- return result;
- }
-
- #endregion
-
- #region CreateTranslation
-
- ///
- /// Creates a translation matrix.
- ///
- /// X translation.
- /// Y translation.
- /// Z translation.
- /// The resulting Matrix4dinstance.
- public static void CreateTranslation(double x, double y, double z, out Matrix4x3d result)
- {
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row3.X = x;
- result.Row3.Y = y;
- result.Row3.Z = z;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// The translation vector.
- /// The resulting Matrix4dinstance.
- public static void CreateTranslation(ref Vector3d vector, out Matrix4x3d result)
- {
- result.Row0.X = 1;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = 1;
- result.Row1.Z = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = 1;
- result.Row3.X = vector.X;
- result.Row3.Y = vector.Y;
- result.Row3.Z = vector.Z;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// X translation.
- /// Y translation.
- /// Z translation.
- /// The resulting Matrix4dinstance.
- public static Matrix4x3d CreateTranslation(double x, double y, double z)
- {
- Matrix4x3d result;
- CreateTranslation(x, y, z, out result);
- return result;
- }
-
- ///
- /// Creates a translation matrix.
- ///
- /// The translation vector.
- /// The resulting Matrix4dinstance.
- public static Matrix4x3d CreateTranslation(Vector3d vector)
- {
- Matrix4x3d result;
- CreateTranslation(vector.X, vector.Y, vector.Z, out result);
- return result;
- }
-
- #endregion
-
- #region CreateScale
-
- ///
- /// Build a scaling matrix
- ///
- /// Single scale factor for x,y and z axes
- /// A scaling matrix
- public static Matrix4x3d CreateScale(double scale)
- {
- return CreateScale(scale, scale, scale);
- }
-
- ///
- /// Build a scaling matrix
- ///
- /// Scale factors for x,y and z axes
- /// A scaling matrix
- public static Matrix4x3d CreateScale(Vector3d scale)
- {
- return CreateScale(scale.X, scale.Y, scale.Z);
- }
-
- ///
- /// Build a scaling matrix
- ///
- /// Scale factor for x-axis
- /// Scale factor for y-axis
- /// Scale factor for z-axis
- /// A scaling matrix
- public static Matrix4x3d CreateScale(double x, double y, double z)
- {
- Matrix4x3d result;
- result.Row0.X = x;
- result.Row0.Y = 0;
- result.Row0.Z = 0;
- result.Row1.X = 0;
- result.Row1.Y = y;
- result.Row1.Z = 0;
- result.Row2.X = 0;
- result.Row2.Y = 0;
- result.Row2.Z = z;
- result.Row3.X = 0;
- result.Row3.Y = 0;
- result.Row3.Z = 0;
- return result;
- }
-
- #endregion
-
- #region Multiply Functions
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication
- public static Matrix4d Mult(Matrix4x3d left, Matrix3x4d right)
- {
- Matrix4d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- ///
- /// Multiplies two instances.
- ///
- /// The left operand of the multiplication.
- /// The right operand of the multiplication.
- /// A new instance that is the result of the multiplication
- public static void Mult(ref Matrix4x3d left, ref Matrix3x4d right, out Matrix4d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
- lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z,
- lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
- rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
- result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34);
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
- result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34);
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
- result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34);
- result.Row3.X = (lM41 * rM11) + (lM42 * rM21) + (lM43 * rM31);
- result.Row3.Y = (lM41 * rM12) + (lM42 * rM22) + (lM43 * rM32);
- result.Row3.Z = (lM41 * rM13) + (lM42 * rM23) + (lM43 * rM33);
- result.Row3.W = (lM41 * rM14) + (lM42 * rM24) + (lM43 * rM34);
- }
-
- public static Matrix4x3d Mult(Matrix4x3d left, Matrix4x3d right)
- {
- Matrix4x3d result;
- Mult(ref left, ref right, out result);
- return result;
- }
-
- public static void Mult(ref Matrix4x3d left, ref Matrix4x3d right, out Matrix4x3d result)
- {
- double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
- lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
- lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z,
- lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z,
- rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
- rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
- rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
- rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
-
- result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + rM41;
- result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + rM42;
- result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + rM43;
- result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + rM41;
- result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + rM42;
- result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + rM43;
- result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + rM41;
- result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + rM42;
- result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + rM43;
- result.Row3.X = (lM41 * rM11) + (lM42 * rM21) + (lM43 * rM31) + rM41;
- result.Row3.Y = (lM41 * rM12) + (lM42 * rM22) + (lM43 * rM32) + rM42;
- result.Row3.Z = (lM41 * rM13) + (lM42 * rM23) + (lM43 * rM33) + rM43;
- }
-
- public static Matrix4x3d Mult(Matrix4x3d left, double right)
- {
- Matrix4x3d result;
- Mult(ref left, right, out result);
- return result;
- }
-
- public static void Mult(ref Matrix4x3d left, double right, out Matrix4x3d result)
- {
- result.Row0 = left.Row0 * right;
- result.Row1 = left.Row1 * right;
- result.Row2 = left.Row2 * right;
- result.Row3 = left.Row3 * right;
- }
-
- #endregion
-
- #region Add Functions
-
- public static Matrix4x3d Add(Matrix4x3d left, Matrix4x3d right)
- {
- Matrix4x3d result;
- Add(ref left, ref right, out result);
- return result;
- }
-
- public static void Add(ref Matrix4x3d left, ref Matrix4x3d right, out Matrix4x3d result)
- {
- result.Row0 = left.Row0 + right.Row0;
- result.Row1 = left.Row1 + right.Row1;
- result.Row2 = left.Row2 + right.Row2;
- result.Row3 = left.Row3 + right.Row3;
- }
-
- #endregion
-
- #region Subtract Functions
-
- public static Matrix4x3d Subtract(Matrix4x3d left, Matrix4x3d right)
- {
- Matrix4x3d result;
- Subtract(ref left, ref right, out result);
- return result;
- }
-
- public static void Subtract(ref Matrix4x3d left, ref Matrix4x3d right, out Matrix4x3d result)
- {
- result.Row0 = left.Row0 - right.Row0;
- result.Row1 = left.Row1 - right.Row1;
- result.Row2 = left.Row2 - right.Row2;
- result.Row3 = left.Row3 - right.Row3;
- }
-
- #endregion
-
- #region Invert Functions
-
- public static Matrix4x3d Invert(Matrix4x3d mat)
- {
- Matrix4x3d result;
- Invert(ref mat, out result);
- return result;
- }
-
- public static void Invert(ref Matrix4x3d mat, out Matrix4x3d result)
- {
- Matrix3d inverseRotation = new Matrix3d(mat.Column0.Xyz, mat.Column1.Xyz, mat.Column2.Xyz);
- inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
- inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
- inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
-
- Vector3d translation = mat.Row3;
-
- result.Row0 = inverseRotation.Row0;
- result.Row1 = inverseRotation.Row1;
- result.Row2 = inverseRotation.Row2;
- result.Row3 = new Vector3d(-Vector3d.Dot(inverseRotation.Row0, translation), -Vector3d.Dot(inverseRotation.Row1, translation), -Vector3d.Dot(inverseRotation.Row2, translation));
- }
-
- #endregion
-
- #region Transpose
-
- public static Matrix3x4d Transpose(Matrix4x3d mat)
- {
- return new Matrix3x4d(mat.Column0, mat.Column1, mat.Column2);
- }
-
- public static void Transpose(ref Matrix4x3d mat, out Matrix3x4d result)
- {
- result.Row0 = mat.Column0;
- result.Row1 = mat.Column1;
- result.Row2 = mat.Column2;
- }
-
- #endregion
-
- #endregion
-
- #region Operators
-
- public static Matrix4d operator *(Matrix4x3d left, Matrix3x4d right)
- {
- return Matrix4x3d.Mult(left, right);
- }
-
- public static Matrix4x3d operator *(Matrix4x3d left, Matrix4x3d right)
- {
- return Matrix4x3d.Mult(left, right);
- }
-
- public static Matrix4x3d operator *(Matrix4x3d left, double right)
- {
- return Matrix4x3d.Mult(left, right);
- }
-
- public static Matrix4x3d operator +(Matrix4x3d left, Matrix4x3d right)
- {
- return Matrix4x3d.Add(left, right);
- }
-
- public static Matrix4x3d operator -(Matrix4x3d left, Matrix4x3d right)
- {
- return Matrix4x3d.Subtract(left, right);
- }
-
- public static bool operator ==(Matrix4x3d left, Matrix4x3d right)
- {
- return left.Equals(right);
- }
-
- public static bool operator !=(Matrix4x3d left, Matrix4x3d right)
- {
- return !left.Equals(right);
- }
-
- #endregion
-
- #region Overrides
-
- #region public override string ToString()
-
- ///
- /// Returns a System.String that represents the current Matrix4x3d.
- ///
- /// The string representation of the matrix.
- public override string ToString()
- {
- return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
- }
-
- #endregion
+ ///
+ /// Represents a 3x4 matrix.
+ ///
+ [Serializable]
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Matrix4x3d : IEquatable
+ {
+ #region Fields
+
+ ///
+ /// Top row of the matrix
+ ///
+ public Vector3d Row0;
+
+ ///
+ /// 2nd row of the matrix
+ ///
+ public Vector3d Row1;
+
+ ///
+ /// 3rd row of the matrix
+ ///
+ public Vector3d Row2;
+
+ ///
+ /// Bottom row of the matrix
+ ///
+ public Vector3d Row3;
+
+ ///
+ /// The zero matrix
+ ///
+ public static Matrix4x3d Zero = new Matrix4x3d(Vector3d.Zero, Vector3d.Zero, Vector3d.Zero, Vector3d.Zero);
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// Top row of the matrix
+ /// Second row of the matrix
+ /// Third row of the matrix
+ /// Bottom row of the matrix
+ public Matrix4x3d(Vector3d row0, Vector3d row1, Vector3d row2, Vector3d row3)
+ {
+ Row0 = row0;
+ Row1 = row1;
+ Row2 = row2;
+ Row3 = row3;
+ }
+
+ ///
+ /// Constructs a new instance.
+ ///
+ /// First item of the first row of the matrix.
+ /// Second item of the first row of the matrix.
+ /// Third item of the first row of the matrix.
+ /// First item of the second row of the matrix.
+ /// Second item of the second row of the matrix.
+ /// Third item of the second row of the matrix.
+ /// First item of the third row of the matrix.
+ /// Second item of the third row of the matrix.
+ /// Third item of the third row of the matrix.
+ /// First item of the fourth row of the matrix.
+ /// Second item of the fourth row of the matrix.
+ /// Third item of the fourth row of the matrix.
+ public Matrix4x3d(
+ double m00, double m01, double m02,
+ double m10, double m11, double m12,
+ double m20, double m21, double m22,
+ double m30, double m31, double m32)
+ {
+ Row0 = new Vector3d(m00, m01, m02);
+ Row1 = new Vector3d(m10, m11, m12);
+ Row2 = new Vector3d(m20, m21, m22);
+ Row3 = new Vector3d(m30, m31, m32);
+ }
+
+ #endregion
+
+ #region Public Members
+
+ #region Properties
+
+ ///
+ /// Gets the first column of this matrix.
+ ///
+ public Vector4d Column0
+ {
+ get { return new Vector4d(Row0.X, Row1.X, Row2.X, Row3.X); }
+ }
+
+ ///
+ /// Gets the second column of this matrix.
+ ///
+ public Vector4d Column1
+ {
+ get { return new Vector4d(Row0.Y, Row1.Y, Row2.Y, Row3.Y); }
+ }
+
+ ///
+ /// Gets the third column of this matrix.
+ ///
+ public Vector4d Column2
+ {
+ get { return new Vector4d(Row0.Z, Row1.Z, Row2.Z, Row3.Z); }
+ }
+
+ ///
+ /// Gets or sets the value at row 1, column 1 of this instance.
+ ///
+ public double M11 { get { return Row0.X; } set { Row0.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 2 of this instance.
+ ///
+ public double M12 { get { return Row0.Y; } set { Row0.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 1, column 3 of this instance.
+ ///
+ public double M13 { get { return Row0.Z; } set { Row0.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 1 of this instance.
+ ///
+ public double M21 { get { return Row1.X; } set { Row1.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 2 of this instance.
+ ///
+ public double M22 { get { return Row1.Y; } set { Row1.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 2, column 3 of this instance.
+ ///
+ public double M23 { get { return Row1.Z; } set { Row1.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 1 of this instance.
+ ///
+ public double M31 { get { return Row2.X; } set { Row2.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 2 of this instance.
+ ///
+ public double M32 { get { return Row2.Y; } set { Row2.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 3, column 3 of this instance.
+ ///
+ public double M33 { get { return Row2.Z; } set { Row2.Z = value; } }
+
+ ///
+ /// Gets or sets the value at row 4, column 1 of this instance.
+ ///
+ public double M41 { get { return Row3.X; } set { Row3.X = value; } }
+
+ ///
+ /// Gets or sets the value at row 4, column 2 of this instance.
+ ///
+ public double M42 { get { return Row3.Y; } set { Row3.Y = value; } }
+
+ ///
+ /// Gets or sets the value at row 4, column 3 of this instance.
+ ///
+ public double M43 { get { return Row3.Z; } set { Row3.Z = value; } }
+
+ #endregion
+
+ #region Indexers
+
+ ///
+ /// Gets or sets the value at a specified row and column.
+ ///
+ public double this[int rowIndex, int columnIndex]
+ {
+ get
+ {
+ if (rowIndex == 0) return Row0[columnIndex];
+ else if (rowIndex == 1) return Row1[columnIndex];
+ else if (rowIndex == 2) return Row2[columnIndex];
+ else if (rowIndex == 3) return Row3[columnIndex];
+ throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ set
+ {
+ if (rowIndex == 0) Row0[columnIndex] = value;
+ else if (rowIndex == 1) Row1[columnIndex] = value;
+ else if (rowIndex == 2) Row2[columnIndex] = value;
+ else if (rowIndex == 3) Row3[columnIndex] = value;
+ throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
+ }
+ }
+
+ #endregion
+
+ #region Instance
+
+ #region public void Invert()
+
+ public void Invert()
+ {
+ this = Matrix4x3d.Invert(this);
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Static
+
+ #region CreateFromAxisAngle
+
+ ///
+ /// Build a rotation matrix from the specified axis/angle rotation.
+ ///
+ /// The axis to rotate about.
+ /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
+ /// A matrix instance.
+ public static void CreateFromAxisAngle(Vector3d axis, double angle, out Matrix4x3d result)
+ {
+ axis.Normalize();
+ double axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
+
+ double cos = (double)System.Math.Cos(-angle);
+ double sin = (double)System.Math.Sin(-angle);
+ double t = 1.0f - cos;
+
+ double tXX = t * axisX * axisX,
+ tXY = t * axisX * axisY,
+ tXZ = t * axisX * axisZ,
+ tYY = t * axisY * axisY,
+ tYZ = t * axisY * axisZ,
+ tZZ = t * axisZ * axisZ;
+
+ double sinX = sin * axisX,
+ sinY = sin * axisY,
+ sinZ = sin * axisZ;
+
+ result.Row0.X = tXX + cos;
+ result.Row0.Y = tXY - sinZ;
+ result.Row0.Z = tXZ + sinY;
+ result.Row1.X = tXY + sinZ;
+ result.Row1.Y = tYY + cos;
+ result.Row1.Z = tYZ - sinX;
+ result.Row2.X = tXZ - sinY;
+ result.Row2.Y = tYZ + sinX;
+ result.Row2.Z = tZZ + cos;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ }
+
+ ///
+ /// Build a rotation matrix from the specified axis/angle rotation.
+ ///
+ /// The axis to rotate about.
+ /// Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).
+ /// A matrix instance.
+ public static Matrix4x3d CreateFromAxisAngle(Vector3d axis, double angle)
+ {
+ Matrix4x3d result;
+ CreateFromAxisAngle(axis, angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateFromQuaternion
+
+ ///
+ /// Builds a rotation matrix from a quaternion.
+ ///
+ /// The quaternion to rotate by.
+ /// A matrix instance.
+ public static void CreateFromQuaternion(ref Quaternion q, out Matrix4x3d result)
+ {
+ double x = q.X, y = q.Y, z = q.Z, w = q.W,
+ tx = 2 * x, ty = 2 * y, tz = 2 * z,
+ txx = tx * x, tyy = ty * y, tzz = tz * z,
+ txy = tx * y, txz = tx * z, tyz = ty * z,
+ twx = w * tx, twy = w * ty, twz = w * tz;
+
+ result.Row0.X = 1f - tyy - tzz;
+ result.Row0.Y = txy - twz;
+ result.Row0.Z = txz + twy;
+ result.Row1.X = txy + twz;
+ result.Row1.Y = 1f - txx - tzz;
+ result.Row1.Z = tyz - twx;
+ result.Row2.X = txz - twy;
+ result.Row2.Y = tyz + twx;
+ result.Row2.Z = 1f - txx - tyy;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+
+ /*Vector3d axis;
+ double angle;
+ q.ToAxisAngle(out axis, out angle);
+ CreateFromAxisAngle(axis, angle, out result);*/
+ }
+
+ ///
+ /// Builds a rotation matrix from a quaternion.
+ ///
+ /// The quaternion to rotate by.
+ /// A matrix instance.
+ public static Matrix4x3d CreateFromQuaternion(Quaternion q)
+ {
+ Matrix4x3d result;
+ CreateFromQuaternion(ref q, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateRotation[XYZ]
+
+ ///
+ /// Builds a rotation matrix for a rotation around the x-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4dinstance.
+ public static void CreateRotationX(double angle, out Matrix4x3d result)
+ {
+ double cos = (double)System.Math.Cos(angle);
+ double sin = (double)System.Math.Sin(angle);
+
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = cos;
+ result.Row1.Z = sin;
+ result.Row2.X = 0;
+ result.Row2.Y = -sin;
+ result.Row2.Z = cos;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the x-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4dinstance.
+ public static Matrix4x3d CreateRotationX(double angle)
+ {
+ Matrix4x3d result;
+ CreateRotationX(angle, out result);
+ return result;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the y-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4dinstance.
+ public static void CreateRotationY(double angle, out Matrix4x3d result)
+ {
+ double cos = (double)System.Math.Cos(angle);
+ double sin = (double)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = 0;
+ result.Row0.Z = -sin;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row2.X = sin;
+ result.Row2.Y = 0;
+ result.Row2.Z = cos;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the y-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4dinstance.
+ public static Matrix4x3d CreateRotationY(double angle)
+ {
+ Matrix4x3d result;
+ CreateRotationY(angle, out result);
+ return result;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the z-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4dinstance.
+ public static void CreateRotationZ(double angle, out Matrix4x3d result)
+ {
+ double cos = (double)System.Math.Cos(angle);
+ double sin = (double)System.Math.Sin(angle);
+
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row0.Z = 0;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
+ result.Row1.Z = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ }
+
+ ///
+ /// Builds a rotation matrix for a rotation around the z-axis.
+ ///
+ /// The counter-clockwise angle in radians.
+ /// The resulting Matrix4dinstance.
+ public static Matrix4x3d CreateRotationZ(double angle)
+ {
+ Matrix4x3d result;
+ CreateRotationZ(angle, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateTranslation
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// X translation.
+ /// Y translation.
+ /// Z translation.
+ /// The resulting Matrix4dinstance.
+ public static void CreateTranslation(double x, double y, double z, out Matrix4x3d result)
+ {
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row3.X = x;
+ result.Row3.Y = y;
+ result.Row3.Z = z;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// The translation vector.
+ /// The resulting Matrix4dinstance.
+ public static void CreateTranslation(ref Vector3d vector, out Matrix4x3d result)
+ {
+ result.Row0.X = 1;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = 1;
+ result.Row1.Z = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = 1;
+ result.Row3.X = vector.X;
+ result.Row3.Y = vector.Y;
+ result.Row3.Z = vector.Z;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// X translation.
+ /// Y translation.
+ /// Z translation.
+ /// The resulting Matrix4dinstance.
+ public static Matrix4x3d CreateTranslation(double x, double y, double z)
+ {
+ Matrix4x3d result;
+ CreateTranslation(x, y, z, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a translation matrix.
+ ///
+ /// The translation vector.
+ /// The resulting Matrix4dinstance.
+ public static Matrix4x3d CreateTranslation(Vector3d vector)
+ {
+ Matrix4x3d result;
+ CreateTranslation(vector.X, vector.Y, vector.Z, out result);
+ return result;
+ }
+
+ #endregion
+
+ #region CreateScale
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Single scale factor for x,y and z axes
+ /// A scaling matrix
+ public static Matrix4x3d CreateScale(double scale)
+ {
+ return CreateScale(scale, scale, scale);
+ }
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Scale factors for x,y and z axes
+ /// A scaling matrix
+ public static Matrix4x3d CreateScale(Vector3d scale)
+ {
+ return CreateScale(scale.X, scale.Y, scale.Z);
+ }
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Scale factor for x-axis
+ /// Scale factor for y-axis
+ /// Scale factor for z-axis
+ /// A scaling matrix
+ public static Matrix4x3d CreateScale(double x, double y, double z)
+ {
+ Matrix4x3d result;
+ result.Row0.X = x;
+ result.Row0.Y = 0;
+ result.Row0.Z = 0;
+ result.Row1.X = 0;
+ result.Row1.Y = y;
+ result.Row1.Z = 0;
+ result.Row2.X = 0;
+ result.Row2.Y = 0;
+ result.Row2.Z = z;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ return result;
+ }
+
+ #endregion
+
+ #region Multiply Functions
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication
+ public static Matrix4d Mult(Matrix4x3d left, Matrix3x4d right)
+ {
+ Matrix4d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ ///
+ /// Multiplies two instances.
+ ///
+ /// The left operand of the multiplication.
+ /// The right operand of the multiplication.
+ /// A new instance that is the result of the multiplication
+ public static void Mult(ref Matrix4x3d left, ref Matrix3x4d right, out Matrix4d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z,
+ lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
+ result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34);
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
+ result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34);
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
+ result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34);
+ result.Row3.X = (lM41 * rM11) + (lM42 * rM21) + (lM43 * rM31);
+ result.Row3.Y = (lM41 * rM12) + (lM42 * rM22) + (lM43 * rM32);
+ result.Row3.Z = (lM41 * rM13) + (lM42 * rM23) + (lM43 * rM33);
+ result.Row3.W = (lM41 * rM14) + (lM42 * rM24) + (lM43 * rM34);
+ }
+
+ public static Matrix4x3d Mult(Matrix4x3d left, Matrix4x3d right)
+ {
+ Matrix4x3d result;
+ Mult(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Mult(ref Matrix4x3d left, ref Matrix4x3d right, out Matrix4x3d result)
+ {
+ double lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
+ lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
+ lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z,
+ lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z,
+ rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+ rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
+ rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
+ rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
+
+ result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + rM41;
+ result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + rM42;
+ result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + rM43;
+ result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + rM41;
+ result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + rM42;
+ result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + rM43;
+ result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + rM41;
+ result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + rM42;
+ result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + rM43;
+ result.Row3.X = (lM41 * rM11) + (lM42 * rM21) + (lM43 * rM31) + rM41;
+ result.Row3.Y = (lM41 * rM12) + (lM42 * rM22) + (lM43 * rM32) + rM42;
+ result.Row3.Z = (lM41 * rM13) + (lM42 * rM23) + (lM43 * rM33) + rM43;
+ }
+
+ public static Matrix4x3d Mult(Matrix4x3d left, double right)
+ {
+ Matrix4x3d result;
+ Mult(ref left, right, out result);
+ return result;
+ }
+
+ public static void Mult(ref Matrix4x3d left, double right, out Matrix4x3d result)
+ {
+ result.Row0 = left.Row0 * right;
+ result.Row1 = left.Row1 * right;
+ result.Row2 = left.Row2 * right;
+ result.Row3 = left.Row3 * right;
+ }
+
+ #endregion
+
+ #region Add Functions
+
+ public static Matrix4x3d Add(Matrix4x3d left, Matrix4x3d right)
+ {
+ Matrix4x3d result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Add(ref Matrix4x3d left, ref Matrix4x3d right, out Matrix4x3d result)
+ {
+ result.Row0 = left.Row0 + right.Row0;
+ result.Row1 = left.Row1 + right.Row1;
+ result.Row2 = left.Row2 + right.Row2;
+ result.Row3 = left.Row3 + right.Row3;
+ }
+
+ #endregion
+
+ #region Subtract Functions
+
+ public static Matrix4x3d Subtract(Matrix4x3d left, Matrix4x3d right)
+ {
+ Matrix4x3d result;
+ Subtract(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Subtract(ref Matrix4x3d left, ref Matrix4x3d right, out Matrix4x3d result)
+ {
+ result.Row0 = left.Row0 - right.Row0;
+ result.Row1 = left.Row1 - right.Row1;
+ result.Row2 = left.Row2 - right.Row2;
+ result.Row3 = left.Row3 - right.Row3;
+ }
+
+ #endregion
+
+ #region Invert Functions
+
+ public static Matrix4x3d Invert(Matrix4x3d mat)
+ {
+ Matrix4x3d result;
+ Invert(ref mat, out result);
+ return result;
+ }
+
+ public static void Invert(ref Matrix4x3d mat, out Matrix4x3d result)
+ {
+ Matrix3d inverseRotation = new Matrix3d(mat.Column0.Xyz, mat.Column1.Xyz, mat.Column2.Xyz);
+ inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
+ inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
+ inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
+
+ Vector3d translation = mat.Row3;
+
+ result.Row0 = inverseRotation.Row0;
+ result.Row1 = inverseRotation.Row1;
+ result.Row2 = inverseRotation.Row2;
+ result.Row3 = new Vector3d(-Vector3d.Dot(inverseRotation.Row0, translation), -Vector3d.Dot(inverseRotation.Row1, translation), -Vector3d.Dot(inverseRotation.Row2, translation));
+ }
+
+ #endregion
+
+ #region Transpose
+
+ public static Matrix3x4d Transpose(Matrix4x3d mat)
+ {
+ return new Matrix3x4d(mat.Column0, mat.Column1, mat.Column2);
+ }
+
+ public static void Transpose(ref Matrix4x3d mat, out Matrix3x4d result)
+ {
+ result.Row0 = mat.Column0;
+ result.Row1 = mat.Column1;
+ result.Row2 = mat.Column2;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Operators
+
+ public static Matrix4d operator *(Matrix4x3d left, Matrix3x4d right)
+ {
+ return Matrix4x3d.Mult(left, right);
+ }
+
+ public static Matrix4x3d operator *(Matrix4x3d left, Matrix4x3d right)
+ {
+ return Matrix4x3d.Mult(left, right);
+ }
+
+ public static Matrix4x3d operator *(Matrix4x3d left, double right)
+ {
+ return Matrix4x3d.Mult(left, right);
+ }
+
+ public static Matrix4x3d operator +(Matrix4x3d left, Matrix4x3d right)
+ {
+ return Matrix4x3d.Add(left, right);
+ }
+
+ public static Matrix4x3d operator -(Matrix4x3d left, Matrix4x3d right)
+ {
+ return Matrix4x3d.Subtract(left, right);
+ }
+
+ public static bool operator ==(Matrix4x3d left, Matrix4x3d right)
+ {
+ return left.Equals(right);
+ }
+
+ public static bool operator !=(Matrix4x3d left, Matrix4x3d right)
+ {
+ return !left.Equals(right);
+ }
+
+ #endregion
+
+ #region Overrides
+
+ #region public override string ToString()
+
+ ///
+ /// Returns a System.String that represents the current Matrix4x3d.
+ ///
+ /// The string representation of the matrix.
+ public override string ToString()
+ {
+ return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
+ }
+
+ #endregion
- #region public override int GetHashCode()
-
- ///
- /// Returns the hashcode for this instance.
- ///
- /// A System.Int32 containing the unique hashcode for this instance.
- public override int GetHashCode()
- {
- return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
- }
-
- #endregion
-
- #region public override bool Equals(object obj)
-
- ///
- /// Indicates whether this instance and a specified object are equal.
- ///
- /// The object to compare tresult.
- /// True if the instances are equal; false otherwise.
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix4x3d))
- return false;
+ #region public override int GetHashCode()
+
+ ///
+ /// Returns the hashcode for this instance.
+ ///
+ /// A System.Int32 containing the unique hashcode for this instance.
+ public override int GetHashCode()
+ {
+ return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
+ }
+
+ #endregion
+
+ #region public override bool Equals(object obj)
+
+ ///
+ /// Indicates whether this instance and a specified object are equal.
+ ///
+ /// The object to compare tresult.
+ /// True if the instances are equal; false otherwise.
+ public override bool Equals(object obj)
+ {
+ if (!(obj is Matrix4x3d))
+ return false;
- return this.Equals((Matrix4x3d)obj);
- }
+ return this.Equals((Matrix4x3d)obj);
+ }
- #endregion
-
- #endregion
-
- #endregion
-
- #region IEquatable Members
-
- /// Indicates whether the current matrix is equal to another matrix.
- /// An matrix to compare with this matrix.
- /// true if the current matrix is equal to the matrix parameter; otherwise, false.
- public bool Equals(Matrix4x3d other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1 &&
- Row2 == other.Row2 &&
- Row3 == other.Row3;
- }
-
- #endregion
- }
+ #endregion
+
+ #endregion
+
+ #endregion
+
+ #region IEquatable Members
+
+ /// Indicates whether the current matrix is equal to another matrix.
+ /// An matrix to compare with this matrix.
+ /// true if the current matrix is equal to the matrix parameter; otherwise, false.
+ public bool Equals(Matrix4x3d other)
+ {
+ return
+ Row0 == other.Row0 &&
+ Row1 == other.Row1 &&
+ Row2 == other.Row2 &&
+ Row3 == other.Row3;
+ }
+
+ #endregion
+ }
}