diff --git a/Source/OpenTK/Math/Vector3.cs b/Source/OpenTK/Math/Vector3.cs
index 2b38581b..aef6b79d 100644
--- a/Source/OpenTK/Math/Vector3.cs
+++ b/Source/OpenTK/Math/Vector3.cs
@@ -1191,6 +1191,30 @@ namespace OpenTK
Vector3.Add(ref vec, ref temp, out result);
}
+ /// Transform a Vector by the given Matrix using right-handed notation
+ /// The vector to transform
+ /// The desired transformation
+ /// The transformed vector
+ public static void RightHandedTransform(ref Vector3 vec, ref Matrix3 mat, out Vector3 result)
+ {
+ result = new Vector3(
+ mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z,
+ mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z,
+ mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z);
+ }
+
+ /// Transform a Vector by the given Matrix using right-handed notation
+ /// The vector to transform
+ /// The desired transformation
+ /// The transformed vector
+ public static void RightHandedTransform(ref Vector3 vec, ref Matrix4 mat, out Vector3 result)
+ {
+ result = new OpenTK.Vector3(
+ mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z + mat.Row0.W,
+ mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z + mat.Row1.W,
+ mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z + mat.Row2.W);
+ }
+
/// Transform a Vector3 by the given Matrix, and project the resulting Vector4 back to a Vector3
/// The vector to transform
/// The desired transformation
diff --git a/Source/OpenTK/Math/Vector4.cs b/Source/OpenTK/Math/Vector4.cs
index 4e8d6777..980da2c6 100644
--- a/Source/OpenTK/Math/Vector4.cs
+++ b/Source/OpenTK/Math/Vector4.cs
@@ -1017,6 +1017,19 @@ namespace OpenTK
result = new Vector4(v.X, v.Y, v.Z, v.W);
}
+ /// Transform a Vector by the given Matrix using right-handed notation
+ /// The vector to transform
+ /// The desired transformation
+ /// The transformed vector
+ public static void RightHandedTransform(ref Vector4 vec, ref Matrix4 mat, out Vector4 result)
+ {
+ result = new OpenTK.Vector4(
+ mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z + mat.Row0.W * vec.W,
+ mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z + mat.Row1.W * vec.W,
+ mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z + mat.Row2.W * vec.W,
+ mat.Row3.X * vec.X + mat.Row3.Y * vec.Y + mat.Row3.Z * vec.Z + mat.Row3.W * vec.W);
+ }
+
#endregion
#endregion