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Removed obsolete Matrix functions.
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@ -1075,187 +1075,6 @@ namespace OpenTK
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#endregion
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#endregion
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#region Obsolete Functions
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#region Translation Functions
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/// <summary>
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/// Builds a translation matrix.
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/// </summary>
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/// <param name="trans">The translation vector.</param>
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/// <returns>A new Matrix4 instance.</returns>
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[Obsolete("Use CreateTranslation instead.")]
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public static Matrix4 Translation(Vector3 trans)
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{
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return CreateTranslation(trans);
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}
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/// <summary>
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/// Build a translation matrix with the given translation
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/// </summary>
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/// <param name="x">X translation</param>
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/// <param name="y">Y translation</param>
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/// <param name="z">Z translation</param>
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/// <returns>A Translation matrix</returns>
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[Obsolete("Use CreateTranslation instead.")]
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public static Matrix4 Translation(float x, float y, float z)
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{
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return CreateTranslation(x, y, z);
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}
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#endregion
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#region Rotation Functions
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/// <summary>
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/// Build a rotation matrix that rotates about the x-axis
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/// </summary>
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/// <param name="angle">angle in radians to rotate counter-clockwise around the x-axis</param>
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/// <returns>A rotation matrix</returns>
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[Obsolete("Use CreateRotationX instead.")]
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public static Matrix4 RotateX(float angle)
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{
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return CreateRotationX(angle);
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}
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/// <summary>
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/// Build a rotation matrix that rotates about the y-axis
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/// </summary>
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/// <param name="angle">angle in radians to rotate counter-clockwise around the y-axis</param>
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/// <returns>A rotation matrix</returns>
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[Obsolete("Use CreateRotationY instead.")]
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public static Matrix4 RotateY(float angle)
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{
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return CreateRotationY(angle);
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}
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/// <summary>
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/// Build a rotation matrix that rotates about the z-axis
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/// </summary>
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/// <param name="angle">angle in radians to rotate counter-clockwise around the z-axis</param>
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/// <returns>A rotation matrix</returns>
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[Obsolete("Use CreateRotationZ instead.")]
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public static Matrix4 RotateZ(float angle)
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{
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return CreateRotationZ(angle);
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}
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/// <summary>
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/// Build a rotation matrix to rotate about the given axis
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/// </summary>
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/// <param name="axis">the axis to rotate about</param>
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/// <param name="angle">angle in radians to rotate counter-clockwise (looking in the direction of the given axis)</param>
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/// <returns>A rotation matrix</returns>
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[Obsolete("Use CreateFromAxisAngle instead.")]
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public static Matrix4 Rotate(Vector3 axis, float angle)
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{
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return CreateFromAxisAngle(axis, angle);
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}
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/// <summary>
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/// Build a rotation matrix from a quaternion
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/// </summary>
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/// <param name="q">the quaternion</param>
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/// <returns>A rotation matrix</returns>
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[Obsolete("Use CreateFromQuaternion instead.")]
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public static Matrix4 Rotate(Quaternion q)
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{
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return CreateFromQuaternion(q);
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}
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#endregion
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#region Scale Functions
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/// <summary>
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/// Build a scaling matrix
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/// </summary>
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/// <param name="scale">Single scale factor for x,y and z axes</param>
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/// <returns>A scaling matrix</returns>
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[Obsolete("Use CreateScale instead.")]
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public static Matrix4 Scale(float scale)
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{
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return Scale(scale, scale, scale);
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}
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/// <summary>
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/// Build a scaling matrix
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/// </summary>
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/// <param name="scale">Scale factors for x,y and z axes</param>
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/// <returns>A scaling matrix</returns>
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[Obsolete("Use CreateScale instead.")]
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public static Matrix4 Scale(Vector3 scale)
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{
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return Scale(scale.X, scale.Y, scale.Z);
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}
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/// <summary>
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/// Build a scaling matrix
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/// </summary>
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/// <param name="x">Scale factor for x-axis</param>
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/// <param name="y">Scale factor for y-axis</param>
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/// <param name="z">Scale factor for z-axis</param>
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/// <returns>A scaling matrix</returns>
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[Obsolete("Use CreateScale instead.")]
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public static Matrix4 Scale(float x, float y, float z)
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{
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Matrix4 result;
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result.Row0 = Vector4.UnitX * x;
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result.Row1 = Vector4.UnitY * y;
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result.Row2 = Vector4.UnitZ * z;
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result.Row3 = Vector4.UnitW;
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return result;
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}
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#endregion
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#region Camera Helper Functions
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/// <summary>
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/// Build a projection matrix
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/// </summary>
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/// <param name="left">Left edge of the view frustum</param>
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/// <param name="right">Right edge of the view frustum</param>
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/// <param name="bottom">Bottom edge of the view frustum</param>
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/// <param name="top">Top edge of the view frustum</param>
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/// <param name="near">Distance to the near clip plane</param>
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/// <param name="far">Distance to the far clip plane</param>
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/// <returns>A projection matrix that transforms camera space to raster space</returns>
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[Obsolete("Use CreatePerspectiveOffCenter instead.")]
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public static Matrix4 Frustum(float left, float right, float bottom, float top, float near, float far)
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{
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float invRL = 1.0f / (right - left);
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float invTB = 1.0f / (top - bottom);
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float invFN = 1.0f / (far - near);
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return new Matrix4(new Vector4(2.0f * near * invRL, 0.0f, 0.0f, 0.0f),
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new Vector4(0.0f, 2.0f * near * invTB, 0.0f, 0.0f),
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new Vector4((right + left) * invRL, (top + bottom) * invTB, -(far + near) * invFN, -1.0f),
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new Vector4(0.0f, 0.0f, -2.0f * far * near * invFN, 0.0f));
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}
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/// <summary>
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/// Build a projection matrix
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/// </summary>
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/// <param name="fovy">Angle of the field of view in the y direction (in radians)</param>
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/// <param name="aspect">Aspect ratio of the view (width / height)</param>
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/// <param name="near">Distance to the near clip plane</param>
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/// <param name="far">Distance to the far clip plane</param>
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/// <returns>A projection matrix that transforms camera space to raster space</returns>
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[Obsolete("Use CreatePerspectiveFieldOfView instead.")]
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public static Matrix4 Perspective(float fovy, float aspect, float near, float far)
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{
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float yMax = near * (float)System.Math.Tan(0.5f * fovy);
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float yMin = -yMax;
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float xMin = yMin * aspect;
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float xMax = yMax * aspect;
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return Frustum(xMin, xMax, yMin, yMax, near, far);
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}
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#endregion
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#endregion
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#region Camera Helper Functions
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#region Camera Helper Functions
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/// <summary>
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/// <summary>
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@ -959,114 +959,6 @@ namespace OpenTK
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return result;
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return result;
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}
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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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/// <param name="m">Matrix result.</param>
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[Obsolete("Use double-precision overload instead")]
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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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[Obsolete("Use double-precision overload instead")]
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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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/// <summary>
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/// Build a translation matrix with the given translation
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/// </summary>
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/// <param name="trans">The vector to translate along</param>
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/// <returns>A Translation matrix</returns>
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[Obsolete("Use CreateTranslation instead.")]
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public static Matrix4d Translation(Vector3d trans)
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{
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return Translation(trans.X, trans.Y, trans.Z);
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}
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/// <summary>
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/// Build a translation matrix with the given translation
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/// </summary>
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/// <param name="x">X translation</param>
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/// <param name="y">Y translation</param>
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/// <param name="z">Z translation</param>
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/// <returns>A Translation matrix</returns>
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[Obsolete("Use CreateTranslation instead.")]
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public static Matrix4d Translation(double x, double y, double z)
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{
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Matrix4d result = Identity;
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result.Row3 = new Vector4d(x, y, z, 1.0);
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return result;
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}
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#endregion
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#endregion
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#endregion
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#region Scale Functions
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#region Scale Functions
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