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Fix tabs/spaces and righthandtransform caused by #331
This commit is contained in:
parent
4c8a3598e1
commit
3d58a0b50a
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@ -25,6 +25,7 @@ SOFTWARE.
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using System;
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using System.Runtime.InteropServices;
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using System.Xml.Serialization;
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namespace OpenTK
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{
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/// <summary>
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@ -1191,49 +1192,49 @@ namespace OpenTK
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Vector3.Add(ref vec, ref temp, out result);
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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public static Vector3 RightHandedTransform(Vector3 vec, Matrix3 mat)
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{
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Vector3 result;
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RightHandedTransform(ref vec, ref mat, out result);
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return result;
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="mat">The desired transformation</param>
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/// <param name="vec">The vector to transform</param>
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public static Vector3 Transform(Matrix3 mat, Vector3 vec)
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{
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Vector3 result;
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Transform(ref vec, ref mat, out result);
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return result;
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <param name="result">The transformed vector</param>
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public static void RightHandedTransform(ref Vector3 vec, ref Matrix3 mat, out Vector3 result)
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{
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result = new Vector3(
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mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z,
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mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z,
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mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z);
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="mat">The desired transformation</param>
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/// <param name="vec">The vector to transform</param>
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/// <param name="result">The transformed vector</param>
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public static void Transform(ref Matrix3 mat, ref Vector3 vec, out Vector3 result)
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{
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result = new Vector3(
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mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z,
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mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z,
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mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z);
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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public static Vector3 RightHandedTransform(Vector3 vec, Matrix4 mat)
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{
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Vector3 result;
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RightHandedTransform(ref vec, ref mat, out result);
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return result;
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="mat">The desired transformation</param>
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/// <param name="vec">The vector to transform</param>
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public static Vector3 Transform(Matrix4 mat, Vector3 vec)
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{
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Vector3 result;
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Transform(ref mat, ref vec, out result);
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return result;
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <param name="result">The transformed vector</param>
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public static void RightHandedTransform(ref Vector3 vec, ref Matrix4 mat, out Vector3 result)
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{
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result = new Vector3(
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mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z + mat.Row0.W,
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mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z + mat.Row1.W,
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mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z + mat.Row2.W);
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="mat">The desired transformation</param>
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/// <param name="vec">The vector to transform</param>
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/// <param name="result">The transformed vector</param>
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public static void Transform(ref Matrix4 mat, ref Vector3 vec, out Vector3 result)
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{
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result = new Vector3(
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mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z + mat.Row0.W,
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mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z + mat.Row1.W,
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mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z + mat.Row2.W);
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}
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/// <summary>Transform a Vector3 by the given Matrix, and project the resulting Vector4 back to a Vector3</summary>
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/// <param name="vec">The vector to transform</param>
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@ -1570,55 +1571,55 @@ namespace OpenTK
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return vec;
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}
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/// <summary>
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/// Transform a Vector by the given Matrix.
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/// </summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <returns>The transformed vector</returns>
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public static Vector3 operator *(Vector3 vec, Matrix3 mat)
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/// <summary>
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/// Transform a Vector by the given Matrix.
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/// </summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <returns>The transformed vector</returns>
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public static Vector3 operator *(Vector3 vec, Matrix3 mat)
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{
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Vector3 result;
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Vector3.Transform(ref vec, ref mat, out result);
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return result;
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}
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/// <summary>
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/// Transform a Vector by the given Matrix.
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/// </summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <returns>The transformed vector</returns>
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public static Vector3 operator *(Vector3 vec, Matrix4 mat)
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{
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Vector3 result;
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Vector3.Transform(ref vec, ref mat, out result);
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return result;
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}
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/// <summary>
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/// Transform a Vector by the given Matrix using right-handed notation
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/// </summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <returns>The transformed vector</returns>
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public static Vector3 operator *(Matrix3 mat, Vector3 vec)
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/// <summary>
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/// Transform a Vector by the given Matrix.
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/// </summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <returns>The transformed vector</returns>
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public static Vector3 operator *(Vector3 vec, Matrix4 mat)
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{
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Vector3 result;
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Vector3.RightHandedTransform(ref vec, ref mat, out result);
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Vector3.Transform(ref vec, ref mat, out result);
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return result;
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}
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/// <summary>
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/// Transform a Vector by the given Matrix using right-handed notation
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/// </summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <returns>The transformed vector</returns>
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public static Vector3 operator *(Matrix4 mat, Vector3 vec)
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/// <summary>
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/// Transform a Vector by the given Matrix using right-handed notation
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/// </summary>
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/// <param name="mat">The desired transformation</param>
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/// <param name="vec">The vector to transform</param>
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/// <returns>The transformed vector</returns>
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public static Vector3 operator *(Matrix3 mat, Vector3 vec)
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{
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Vector3 result;
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Vector3.RightHandedTransform(ref vec, ref mat, out result);
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Vector3.Transform(ref mat, ref vec, out result);
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return result;
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}
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/// <summary>
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/// Transform a Vector by the given Matrix using right-handed notation
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/// </summary>
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/// <param name="mat">The desired transformation</param>
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/// <param name="vec">The vector to transform</param>
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/// <returns>The transformed vector</returns>
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public static Vector3 operator *(Matrix4 mat, Vector3 vec)
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{
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Vector3 result;
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Vector3.Transform(ref mat, ref vec, out result);
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return result;
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}
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@ -25,6 +25,7 @@ SOFTWARE.
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using System;
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using System.Runtime.InteropServices;
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using System.Xml.Serialization;
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namespace OpenTK
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{
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/// <summary>Represents a 4D vector using four single-precision floating-point numbers.</summary>
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@ -1017,28 +1018,28 @@ namespace OpenTK
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result = new Vector4(v.X, v.Y, v.Z, v.W);
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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public static Vector4 RightHandedTransform(Vector4 vec, Matrix4 mat)
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{
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Vector4 result;
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RightHandedTransform(ref vec, ref mat, out result);
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return result;
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="mat">The desired transformation</param>
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/// <param name="vec">The vector to transform</param>
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public static Vector4 Transform(Matrix4 mat, Vector4 vec)
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{
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Vector4 result;
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Transform(ref mat, ref vec, out result);
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return result;
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <param name="result">The transformed vector</param>
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public static void RightHandedTransform(ref Vector4 vec, ref Matrix4 mat, out Vector4 result)
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{
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result = new OpenTK.Vector4(
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mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z + mat.Row0.W * vec.W,
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mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z + mat.Row1.W * vec.W,
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mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z + mat.Row2.W * vec.W,
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mat.Row3.X * vec.X + mat.Row3.Y * vec.Y + mat.Row3.Z * vec.Z + mat.Row3.W * vec.W);
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}
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/// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
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/// <param name="mat">The desired transformation</param>
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/// <param name="vec">The vector to transform</param>
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/// <param name="result">The transformed vector</param>
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public static void Transform(ref Matrix4 mat, ref Vector4 vec, out Vector4 result)
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{
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result = new Vector4(
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mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z + mat.Row0.W * vec.W,
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mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z + mat.Row1.W * vec.W,
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mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z + mat.Row2.W * vec.W,
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mat.Row3.X * vec.X + mat.Row3.Y * vec.Y + mat.Row3.Z * vec.Z + mat.Row3.W * vec.W);
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}
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#endregion
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@ -1513,7 +1514,7 @@ namespace OpenTK
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vec.W *= scale;
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return vec;
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}
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/// <summary>
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/// Component-wise multiplication between the specified instance by a scale vector.
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/// </summary>
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@ -1529,39 +1530,39 @@ namespace OpenTK
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return vec;
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}
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/// <summary>
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/// Transform a Vector by the given Matrix.
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/// </summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <returns>The transformed vector</returns>
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public static Vector4 operator *(Vector4 vec, Matrix4 mat)
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/// <summary>
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/// Transform a Vector by the given Matrix.
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/// </summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <returns>The transformed vector</returns>
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public static Vector4 operator *(Vector4 vec, Matrix4 mat)
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{
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Vector4 result;
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Vector4.Transform(ref vec, ref mat, out result);
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return result;
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}
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/// <summary>
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/// Transform a Vector by the given Matrix using right-handed notation
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/// </summary>
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/// <param name="vec">The vector to transform</param>
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/// <param name="mat">The desired transformation</param>
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/// <returns>The transformed vector</returns>
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public static Vector4 operator *(Matrix4 mat, Vector4 vec)
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/// <summary>
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/// Transform a Vector by the given Matrix using right-handed notation
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/// </summary>
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/// <param name="mat">The desired transformation</param>
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/// <param name="vec">The vector to transform</param>
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/// <returns>The transformed vector</returns>
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public static Vector4 operator *(Matrix4 mat, Vector4 vec)
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{
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Vector4 result;
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Vector4.RightHandedTransform(ref vec, ref mat, out result);
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Vector4.Transform(ref mat, ref vec, out result);
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return result;
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}
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/// <summary>
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/// Transforms a vector by a quaternion rotation.
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/// </summary>
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/// <param name="vec">The vector to transform.</param>
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/// <param name="quat">The quaternion to rotate the vector by.</param>
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/// <returns>The transformed vector</returns>
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public static Vector4 operator *(Quaternion quat, Vector4 vec)
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/// <summary>
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/// Transforms a vector by a quaternion rotation.
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/// </summary>
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/// <param name="quat">The quaternion to rotate the vector by.</param>
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/// <param name="vec">The vector to transform.</param>
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/// <returns>The transformed vector</returns>
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public static Vector4 operator *(Quaternion quat, Vector4 vec)
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{
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Vector4 result;
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Vector4.Transform(ref vec, ref quat, out result);
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