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Fix tabs/spaces and righthandtransform caused by #331
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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;
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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using System.Xml.Serialization;
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using System.Xml.Serialization;
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namespace OpenTK
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namespace OpenTK
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{
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{
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/// <summary>
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/// <summary>
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@ -1192,20 +1193,20 @@ namespace OpenTK
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}
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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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/// <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="mat">The desired transformation</param>
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public static Vector3 RightHandedTransform(Vector3 vec, Matrix3 mat)
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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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{
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Vector3 result;
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Vector3 result;
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RightHandedTransform(ref vec, ref mat, out result);
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Transform(ref vec, ref mat, out result);
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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>Transform a Vector by the given Matrix using right-handed notation</summary>
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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="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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/// <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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public static void Transform(ref Matrix3 mat, ref Vector3 vec, out Vector3 result)
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{
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{
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result = new Vector3(
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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.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z,
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@ -1214,20 +1215,20 @@ namespace OpenTK
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}
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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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/// <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="mat">The desired transformation</param>
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public static Vector3 RightHandedTransform(Vector3 vec, Matrix4 mat)
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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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{
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Vector3 result;
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Vector3 result;
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RightHandedTransform(ref vec, ref mat, out result);
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Transform(ref mat, ref vec, out result);
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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>Transform a Vector by the given Matrix using right-handed notation</summary>
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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="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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/// <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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public static void Transform(ref Matrix4 mat, ref Vector3 vec, out Vector3 result)
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{
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{
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result = new Vector3(
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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.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z + mat.Row0.W,
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@ -1599,26 +1600,26 @@ namespace OpenTK
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/// <summary>
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/// <summary>
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/// Transform a Vector by the given Matrix using right-handed notation
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/// Transform a Vector by the given Matrix using right-handed notation
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/// </summary>
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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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/// <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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/// <returns>The transformed vector</returns>
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public static Vector3 operator *(Matrix3 mat, Vector3 vec)
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public static Vector3 operator *(Matrix3 mat, Vector3 vec)
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{
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{
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Vector3 result;
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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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return result;
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}
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}
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/// <summary>
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/// <summary>
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/// Transform a Vector by the given Matrix using right-handed notation
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/// Transform a Vector by the given Matrix using right-handed notation
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/// </summary>
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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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/// <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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/// <returns>The transformed vector</returns>
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public static Vector3 operator *(Matrix4 mat, Vector3 vec)
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public static Vector3 operator *(Matrix4 mat, Vector3 vec)
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{
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{
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Vector3 result;
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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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return result;
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}
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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;
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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using System.Xml.Serialization;
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using System.Xml.Serialization;
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namespace OpenTK
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namespace OpenTK
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{
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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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/// <summary>Represents a 4D vector using four single-precision floating-point numbers.</summary>
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@ -1018,22 +1019,22 @@ namespace OpenTK
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}
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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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/// <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="mat">The desired transformation</param>
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public static Vector4 RightHandedTransform(Vector4 vec, Matrix4 mat)
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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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{
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Vector4 result;
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Vector4 result;
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RightHandedTransform(ref vec, ref mat, out result);
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Transform(ref mat, ref vec, out result);
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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>Transform a Vector by the given Matrix using right-handed notation</summary>
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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="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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/// <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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public static void Transform(ref Matrix4 mat, ref Vector4 vec, out Vector4 result)
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{
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{
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result = new OpenTK.Vector4(
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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.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.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.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z + mat.Row2.W * vec.W,
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@ -1545,21 +1546,21 @@ namespace OpenTK
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/// <summary>
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/// <summary>
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/// Transform a Vector by the given Matrix using right-handed notation
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/// Transform a Vector by the given Matrix using right-handed notation
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/// </summary>
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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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/// <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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/// <returns>The transformed vector</returns>
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public static Vector4 operator *(Matrix4 mat, Vector4 vec)
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public static Vector4 operator *(Matrix4 mat, Vector4 vec)
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{
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{
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Vector4 result;
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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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return result;
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}
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}
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/// <summary>
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/// <summary>
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/// Transforms a vector by a quaternion rotation.
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/// Transforms a vector by a quaternion rotation.
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/// </summary>
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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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/// <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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/// <returns>The transformed vector</returns>
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public static Vector4 operator *(Quaternion quat, Vector4 vec)
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public static Vector4 operator *(Quaternion quat, Vector4 vec)
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{
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{
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