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Extra maths features
- Added TranslationPart, ScalePart and RotationPart properties to Matrix4 - Added Normalized() to Vector2/3/4, Quaternion and Matrix
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@ -3,6 +3,7 @@ Binaries/
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OpenTK.userprefs
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Source/GlobalAssemblyInfo.cs
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Version.txt
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Source/OpenTK/OpenTK.xml
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# OpenTK Resource files that seem like they should be ignored:
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Source/Compatibility/Properties/Resources.resources
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@ -259,6 +259,93 @@ namespace OpenTK
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/// Gets or sets the value at row 4, column 4 of this instance.
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/// </summary>
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public float M44 { get { return Row3.W; } set { Row3.W = value; } }
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/// <summary>
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/// Returns a copy of this instance with scale transform removed.
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/// </summary>
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public Matrix4 Normalized()
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{
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Matrix4 m = this;
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m.Normalize();
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return m;
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}
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/// <summary>
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/// Removes scale transform from this instance.
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/// </summary>
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public void Normalize()
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{
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Row0.Xyz = Row0.Xyz.Normalized();
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Row1.Xyz = Row1.Xyz.Normalized();
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Row2.Xyz = Row2.Xyz.Normalized();
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}
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/// <summary>
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/// Gets the translation component of this instance.
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/// </summary>
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public Vector3 TranslationPart { get { return Row3.Xyz; } }
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/// <summary>
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/// Gets the scale component of this instance.
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/// </summary>
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public Vector3 ScalePart { get { return new Vector3 (Row0.Length, Row1.Length, Row2.Length); } }
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/// <summary>
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/// Gets the rotation component of this instance. The Matrix MUST be normalized first.
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/// </summary>
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public Quaternion RotationPart
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{
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get
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{
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Quaternion q = new Quaternion();
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// Adapted from Blender
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double trace = 0.25 * (Row0[0] + Row1[1] + Row2[2] + 1.0);
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if (trace > 0.0f)
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{
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double sq = Math.Sqrt(trace);
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q.W = (float)sq;
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sq = 1.0 / (4.0 * sq);
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q.X = (float)((Row1[2] - Row2[1]) * sq);
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q.Y = (float)((Row2[0] - Row0[2]) * sq);
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q.Z = (float)((Row0[1] - Row1[0]) * sq);
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}
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else if (Row0[0] > Row1[1] && Row0[0] > Row2[2])
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{
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double sq = 2.0 * Math.Sqrt(1.0 + Row0[0] - Row1[1] - Row2[2]);
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q.X = (float)(0.25 * sq);
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sq = 1.0 / sq;
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q.W = (float)((Row2[1] - Row1[2]) * sq);
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q.Y = (float)((Row1[0] + Row0[1]) * sq);
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q.Z = (float)((Row2[0] + Row0[2]) * sq);
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}
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else if (Row1[1] > Row2[2])
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{
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double sq = 2.0 * Math.Sqrt(1.0 + Row1[1] - Row0[0] - Row2[2]);
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q.Y = (float)(0.25 * sq);
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sq = 1.0 / sq;
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q.W = (float)((Row2[0] - Row0[2]) * sq);
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q.X = (float)((Row1[0] + Row0[1]) * sq);
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q.Z = (float)((Row2[1] + Row1[2]) * sq);
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}
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else
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{
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double sq = 2.0 * Math.Sqrt(1.0 + Row2[2] - Row0[0] - Row1[1]);
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q.Z = (float)(0.25 * sq);
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sq = 1.0 / sq;
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q.W = (float)((Row1[0] - Row0[1]) * sq);
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q.X = (float)((Row2[0] + Row0[2]) * sq);
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q.Y = (float)((Row2[1] + Row1[2]) * sq);
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}
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return q.Normalized();
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}
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}
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#endregion
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@ -189,6 +189,17 @@ namespace OpenTK
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#endregion
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/// <summary>
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/// Returns a copy of the Quaternion scaled to unit length.
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/// </summary>
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/// <returns></returns>
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public Quaternion Normalized()
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{
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Quaternion q = this;
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q.Normalize();
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return q;
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}
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#region public void Normalize()
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/// <summary>
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@ -289,6 +289,16 @@ namespace OpenTK
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#endregion
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/// <summary>
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/// Returns a copy of the Vector2 scaled to unit length.
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/// </summary>
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/// <returns></returns>
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public Vector2 Normalized()
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{
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Vector2 v = this;
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v.Normalize();
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return v;
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}
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#region public void Normalize()
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/// <summary>
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@ -249,6 +249,17 @@ namespace OpenTK
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#endregion
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/// <summary>
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/// Returns a copy of the Vector2d scaled to unit length.
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/// </summary>
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/// <returns></returns>
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public Vector2d Normalized()
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{
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Vector2d v = this;
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v.Normalize();
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return v;
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}
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#region public void Normalize()
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/// <summary>
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@ -277,6 +277,16 @@ namespace OpenTK
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#endregion
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/// <summary>
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/// Returns a copy of the Vector3 scaled to unit length.
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/// </summary>
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public Vector3 Normalized()
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{
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Vector3 v = this;
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v.Normalize();
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return v;
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}
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#region public void Normalize()
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/// <summary>
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@ -275,6 +275,17 @@ namespace OpenTK
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#endregion
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/// <summary>
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/// Returns a copy of the Vector3d scaled to unit length.
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/// </summary>
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/// <returns></returns>
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public Vector3d Normalized()
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{
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Vector3d v = this;
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v.Normalize();
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return v;
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}
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#region public void Normalize()
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/// <summary>
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@ -343,6 +343,16 @@ namespace OpenTK
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#endregion
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/// <summary>
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/// Returns a copy of the Vector4 scaled to unit length.
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/// </summary>
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public Vector4 Normalized()
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{
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Vector4 v = this;
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v.Normalize();
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return v;
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}
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#region public void Normalize()
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/// <summary>
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@ -340,6 +340,16 @@ namespace OpenTK
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#endregion
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/// <summary>
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/// Returns a copy of the Vector4d scaled to unid length.
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/// </summary>
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public Vector4d Normalized()
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{
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Vector4d v = this;
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v.Normalize();
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return v;
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}
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#region public void Normalize()
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/// <summary>
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