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Add Create from quaternion method from avc81, OpenTK Issue 2439
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@ -667,7 +667,82 @@ namespace OpenTK
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CreatePerspectiveOffCenter(left, right, bottom, top, zNear, zFar, out result);
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return result;
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}
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#region CreateFromQuaternion
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/// <summary>
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/// Build a rotation matrix from the specified quaternion.
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/// </summary>
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/// <param name="q">Quaternion to translate.</param>
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/// <param name="m">Matrix result.</param>
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public static void CreateFromQuaternion(ref Quaternion q,ref Matrix4 m)
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{
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m = Matrix4.Identity;
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float X = q.X;
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float Y = q.Y;
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float Z = q.Z;
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float W = q.W;
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float xx = X * X;
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float xy = X * Y;
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float xz = X * Z;
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float xw = X * W;
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float yy = Y * Y;
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float yz = Y * Z;
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float yw = Y * W;
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float zz = Z * Z;
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float zw = Z * W;
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m.M11 = 1 - 2 * (yy + zz);
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m.M21 = 2 * (xy - zw);
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m.M31 = 2 * (xz + yw);
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m.M12 = 2 * (xy + zw);
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m.M22 = 1 - 2 * (xx + zz);
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m.M32 = 2 * (yz - xw);
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m.M13 = 2 * (xz - yw);
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m.M23 = 2 * (yz + xw);
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m.M33 = 1 - 2 * (xx + yy);
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}
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/// <summary>
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/// Build a rotation matrix from the specified quaternion.
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/// </summary>
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/// <param name="q">Quaternion to translate.</param>
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/// <returns>A matrix instance.</returns>
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public static Matrix4 CreateFromQuaternion(ref Quaternion q)
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{
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Matrix4 result = Matrix4.Identity;
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float X = q.X;
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float Y = q.Y;
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float Z = q.Z;
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float W = q.W;
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float xx = X * X;
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float xy = X * Y;
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float xz = X * Z;
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float xw = X * W;
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float yy = Y * Y;
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float yz = Y * Z;
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float yw = Y * W;
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float zz = Z * Z;
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float zw = Z * W;
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result.M11 = 1 - 2 * (yy + zz);
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result.M21 = 2 * (xy - zw);
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result.M31 = 2 * (xz + yw);
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result.M12 = 2 * (xy + zw);
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result.M22 = 1 - 2 * (xx + zz);
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result.M32 = 2 * (yz - xw);
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result.M13 = 2 * (xz - yw);
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result.M23 = 2 * (yz + xw);
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result.M33 = 1 - 2 * (xx + yy);
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return result;
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}
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#endregion
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#endregion
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#region Obsolete Functions
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@ -670,6 +670,83 @@ namespace OpenTK
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#endregion
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#region CreateFromQuaternion
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/// <summary>
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/// Build a rotation matrix from the specified quaternion.
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/// </summary>
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/// <param name="q">Quaternion to translate.</param>
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/// <param name="m">Matrix result.</param>
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public static void CreateFromQuaternion(ref Quaternion q,ref Matrix4 m)
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{
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m = Matrix4.Identity;
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float X = q.X;
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float Y = q.Y;
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float Z = q.Z;
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float W = q.W;
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float xx = X * X;
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float xy = X * Y;
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float xz = X * Z;
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float xw = X * W;
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float yy = Y * Y;
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float yz = Y * Z;
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float yw = Y * W;
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float zz = Z * Z;
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float zw = Z * W;
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m.M11 = 1 - 2 * (yy + zz);
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m.M21 = 2 * (xy - zw);
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m.M31 = 2 * (xz + yw);
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m.M12 = 2 * (xy + zw);
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m.M22 = 1 - 2 * (xx + zz);
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m.M32 = 2 * (yz - xw);
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m.M13 = 2 * (xz - yw);
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m.M23 = 2 * (yz + xw);
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m.M33 = 1 - 2 * (xx + yy);
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}
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/// <summary>
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/// Build a rotation matrix from the specified quaternion.
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/// </summary>
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/// <param name="q">Quaternion to translate.</param>
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/// <returns>A matrix instance.</returns>
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public static Matrix4 CreateFromQuaternion(ref Quaternion q)
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{
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Matrix4 result = Matrix4.Identity;
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float X = q.X;
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float Y = q.Y;
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float Z = q.Z;
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float W = q.W;
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float xx = X * X;
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float xy = X * Y;
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float xz = X * Z;
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float xw = X * W;
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float yy = Y * Y;
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float yz = Y * Z;
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float yw = Y * W;
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float zz = Z * Z;
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float zw = Z * W;
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result.M11 = 1 - 2 * (yy + zz);
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result.M21 = 2 * (xy - zw);
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result.M31 = 2 * (xz + yw);
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result.M12 = 2 * (xy + zw);
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result.M22 = 1 - 2 * (xx + zz);
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result.M32 = 2 * (yz - xw);
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result.M13 = 2 * (xz - yw);
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result.M23 = 2 * (yz + xw);
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result.M33 = 1 - 2 * (xx + yy);
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return result;
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}
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#endregion
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#region Obsolete Functions
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#region Translation Functions
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