From 3d58a0b50a3b9c32cf97abc1e345b1b51c0384ad Mon Sep 17 00:00:00 2001 From: cra0zy Date: Sat, 20 Feb 2016 20:55:15 +0100 Subject: [PATCH] Fix tabs/spaces and righthandtransform caused by #331 --- Source/OpenTK/Math/Vector3.cs | 153 +++++++++++++++++----------------- Source/OpenTK/Math/Vector4.cs | 89 ++++++++++---------- 2 files changed, 122 insertions(+), 120 deletions(-) diff --git a/Source/OpenTK/Math/Vector3.cs b/Source/OpenTK/Math/Vector3.cs index f20bc7c7..6d0d1899 100644 --- a/Source/OpenTK/Math/Vector3.cs +++ b/Source/OpenTK/Math/Vector3.cs @@ -25,6 +25,7 @@ SOFTWARE. using System; using System.Runtime.InteropServices; using System.Xml.Serialization; + namespace OpenTK { /// @@ -1191,49 +1192,49 @@ 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 - public static Vector3 RightHandedTransform(Vector3 vec, Matrix3 mat) - { - Vector3 result; - RightHandedTransform(ref vec, ref mat, out result); - return result; - } + /// Transform a Vector by the given Matrix using right-handed notation + /// The desired transformation + /// The vector to transform + public static Vector3 Transform(Matrix3 mat, Vector3 vec) + { + Vector3 result; + Transform(ref vec, ref mat, out result); + return 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 desired transformation + /// The vector to transform + /// The transformed vector + public static void Transform(ref Matrix3 mat, ref Vector3 vec, 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 - public static Vector3 RightHandedTransform(Vector3 vec, Matrix4 mat) - { - Vector3 result; - RightHandedTransform(ref vec, ref mat, out result); - return result; - } + /// Transform a Vector by the given Matrix using right-handed notation + /// The desired transformation + /// The vector to transform + public static Vector3 Transform(Matrix4 mat, Vector3 vec) + { + Vector3 result; + Transform(ref mat, ref vec, out result); + return 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 Matrix4 mat, out Vector3 result) - { - result = new 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 Vector by the given Matrix using right-handed notation + /// The desired transformation + /// The vector to transform + /// The transformed vector + public static void Transform(ref Matrix4 mat, ref Vector3 vec, out Vector3 result) + { + result = new 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 @@ -1570,55 +1571,55 @@ namespace OpenTK return vec; } - /// - /// Transform a Vector by the given Matrix. - /// - /// The vector to transform - /// The desired transformation - /// The transformed vector - public static Vector3 operator *(Vector3 vec, Matrix3 mat) + /// + /// Transform a Vector by the given Matrix. + /// + /// The vector to transform + /// The desired transformation + /// The transformed vector + public static Vector3 operator *(Vector3 vec, Matrix3 mat) { Vector3 result; Vector3.Transform(ref vec, ref mat, out result); return result; } - /// - /// Transform a Vector by the given Matrix. - /// - /// The vector to transform - /// The desired transformation - /// The transformed vector - public static Vector3 operator *(Vector3 vec, Matrix4 mat) - { - Vector3 result; - Vector3.Transform(ref vec, ref mat, out result); - return result; - } - - /// - /// Transform a Vector by the given Matrix using right-handed notation - /// - /// The vector to transform - /// The desired transformation - /// The transformed vector - public static Vector3 operator *(Matrix3 mat, Vector3 vec) + /// + /// Transform a Vector by the given Matrix. + /// + /// The vector to transform + /// The desired transformation + /// The transformed vector + public static Vector3 operator *(Vector3 vec, Matrix4 mat) { Vector3 result; - Vector3.RightHandedTransform(ref vec, ref mat, out result); + Vector3.Transform(ref vec, ref mat, out result); return result; } - /// - /// Transform a Vector by the given Matrix using right-handed notation - /// - /// The vector to transform - /// The desired transformation - /// The transformed vector - public static Vector3 operator *(Matrix4 mat, Vector3 vec) + /// + /// Transform a Vector by the given Matrix using right-handed notation + /// + /// The desired transformation + /// The vector to transform + /// The transformed vector + public static Vector3 operator *(Matrix3 mat, Vector3 vec) { Vector3 result; - Vector3.RightHandedTransform(ref vec, ref mat, out result); + Vector3.Transform(ref mat, ref vec, out result); + return result; + } + + /// + /// Transform a Vector by the given Matrix using right-handed notation + /// + /// The desired transformation + /// The vector to transform + /// The transformed vector + public static Vector3 operator *(Matrix4 mat, Vector3 vec) + { + Vector3 result; + Vector3.Transform(ref mat, ref vec, out result); return result; } diff --git a/Source/OpenTK/Math/Vector4.cs b/Source/OpenTK/Math/Vector4.cs index ae8373c7..4b9fdd0e 100644 --- a/Source/OpenTK/Math/Vector4.cs +++ b/Source/OpenTK/Math/Vector4.cs @@ -25,6 +25,7 @@ SOFTWARE. using System; using System.Runtime.InteropServices; using System.Xml.Serialization; + namespace OpenTK { /// Represents a 4D vector using four single-precision floating-point numbers. @@ -1017,28 +1018,28 @@ 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 - public static Vector4 RightHandedTransform(Vector4 vec, Matrix4 mat) - { - Vector4 result; - RightHandedTransform(ref vec, ref mat, out result); - return result; - } + /// Transform a Vector by the given Matrix using right-handed notation + /// The desired transformation + /// The vector to transform + public static Vector4 Transform(Matrix4 mat, Vector4 vec) + { + Vector4 result; + Transform(ref mat, ref vec, out result); + return 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 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); - } + /// Transform a Vector by the given Matrix using right-handed notation + /// The desired transformation + /// The vector to transform + /// The transformed vector + public static void Transform(ref Matrix4 mat, ref Vector4 vec, out Vector4 result) + { + result = new 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 @@ -1513,7 +1514,7 @@ namespace OpenTK vec.W *= scale; return vec; } - + /// /// Component-wise multiplication between the specified instance by a scale vector. /// @@ -1529,39 +1530,39 @@ namespace OpenTK return vec; } - /// - /// Transform a Vector by the given Matrix. - /// - /// The vector to transform - /// The desired transformation - /// The transformed vector - public static Vector4 operator *(Vector4 vec, Matrix4 mat) + /// + /// Transform a Vector by the given Matrix. + /// + /// The vector to transform + /// The desired transformation + /// The transformed vector + public static Vector4 operator *(Vector4 vec, Matrix4 mat) { Vector4 result; Vector4.Transform(ref vec, ref mat, out result); return result; } - /// - /// Transform a Vector by the given Matrix using right-handed notation - /// - /// The vector to transform - /// The desired transformation - /// The transformed vector - public static Vector4 operator *(Matrix4 mat, Vector4 vec) + /// + /// Transform a Vector by the given Matrix using right-handed notation + /// + /// The desired transformation + /// The vector to transform + /// The transformed vector + public static Vector4 operator *(Matrix4 mat, Vector4 vec) { Vector4 result; - Vector4.RightHandedTransform(ref vec, ref mat, out result); + Vector4.Transform(ref mat, ref vec, out result); return result; } - /// - /// Transforms a vector by a quaternion rotation. - /// - /// The vector to transform. - /// The quaternion to rotate the vector by. - /// The transformed vector - public static Vector4 operator *(Quaternion quat, Vector4 vec) + /// + /// Transforms a vector by a quaternion rotation. + /// + /// The quaternion to rotate the vector by. + /// The vector to transform. + /// The transformed vector + public static Vector4 operator *(Quaternion quat, Vector4 vec) { Vector4 result; Vector4.Transform(ref vec, ref quat, out result);