diff --git a/.gitignore b/.gitignore
index c56354a3..9765b030 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,135 +1,56 @@
-# Ignores specific to OpenTK.
-Binaries/
-OpenTK.userprefs
-Source/GlobalAssemblyInfo.cs
-Version.txt
-# OpenTK Resource files that seem like they should be ignored:
-Source/Compatibility/Properties/Resources.resources
-Source/Compatibility/Tao/Platform/Windows/SimpleOpenGlControl.resources
-Source/Examples/ExampleBrowser.resources
-Source/Examples/OpenAL/1.1/Parrot.resources
-Source/Examples/OpenTK/Fonts/FontRenderingBasic.resources
-Source/Examples/OpenTK/GLControl/DerivedGLControl.resources
-Source/Examples/OpenTK/GLControl/GLControlGameLoop.resources
-Source/Examples/OpenTK/GLControl/GLControlSimple.resources
-Source/Examples/OpenTK/GLControl/MultipleGLControls.resources
-Source/Examples/OpenTK/Test/Extensions.resources
-Source/Examples/OpenTK/Test/InputLogger.resources
-Source/Examples/Properties/Resources.resources
-Source/OpenTK/Properties/Resources.resources
+#OS junk files
+[Tt]humbs.db
+*.DS_Store
-
-# Build Folders (you can keep bin if you'd like, to store dlls and pdbs)
-[Bb]in/
-[Oo]bj/
-
-# mstest test results
-TestResults
-
-## Ignore Visual Studio temporary files, build results, and
-## files generated by popular Visual Studio add-ons.
-
-# User-specific files
-*.suo
-*.user
-*.sln.docstates
-
-# Build results
-[Dd]ebug/
-[Rr]elease/
-x64/
-*_i.c
-*_p.c
-*.ilk
-*.meta
-*.obj
-*.pch
+#Visual Studio files
+*.exe
*.pdb
-*.pgc
-*.pgd
-*.rsp
-*.sbr
-*.tlb
-*.tli
-*.tlh
-*.tmp
-*.log
+*.user
+*.aps
+*.pch
*.vspscc
*.vssscc
-.builds
-
-# Visual C++ cache files
-ipch/
-*.aps
+*_i.c
+*_p.c
*.ncb
-*.opensdf
+*.suo
+*.tlb
+*.tlh
+*.bak
+*.[Cc]ache
+*.ilk
+*.log
+*.lib
+*.sbr
*.sdf
+ipch/
+obj/
+[Bb]in
+[Dd]ebug*/
+[Rr]elease*/
+Ankh.NoLoad
-# Visual Studio profiler
-*.psess
-*.vsp
-*.vspx
-
-# Guidance Automation Toolkit
-*.gpState
-
-# ReSharper is a .NET coding add-in
-_ReSharper*
-
-# Mindbench SASS cache
-.sass-cache/
-
-# NCrunch
-*.ncrunch*
-.*crunch*.local.xml
-
-# Installshield output folder
-[Ee]xpress
-
-# DocProject is a documentation generator add-in
-DocProject/buildhelp/
-DocProject/Help/*.HxT
-DocProject/Help/*.HxC
-DocProject/Help/*.hhc
-DocProject/Help/*.hhk
-DocProject/Help/*.hhp
-DocProject/Help/Html2
-DocProject/Help/html
-
-# Click-Once directory
-publish
-
-# Publish Web Output
-*.Publish.xml
-
-# NuGet Packages Directory
-packages
-
-# Windows Azure Build Output
-csx
-*.build.csdef
-
-# Windows Store app package directory
-AppPackages/
-
-# Others
-sql
-TestResults
+#Tooling
+_ReSharper*/
+*.resharper
[Tt]est[Rr]esult*
-*.Cache
-ClientBin
-[Ss]tyle[Cc]op.*
+
+#Project files
+[Bb]uild/
+
+#Subversion files
+.svn
+
+# Office Temp Files
~$*
-*.dbmdl
-Generated_Code #added for RIA/Silverlight projects
-# Backup & report files from converting an old project file to a newer
-# Visual Studio version. Backup files are not needed, because we have git ;-)
-_UpgradeReport_Files/
-Backup*/
-UpgradeLog*.XML
+#MonoDevelop files
+*.userprefs
+*.pidb
-# SQL Server files
-App_Data/*.mdf
-App_Data/*.ldf
+#Generated
+/Version.txt
+/Source/GlobalAssemblyInfo.cs
+/Source/OpenTK/OpenTK.xml
+/Source/GLControl/OpenTK.GLControl.xml
diff --git a/Source/OpenTK/Math/Matrix4.cs b/Source/OpenTK/Math/Matrix4.cs
index 4a77dee4..8ad4e570 100644
--- a/Source/OpenTK/Math/Matrix4.cs
+++ b/Source/OpenTK/Math/Matrix4.cs
@@ -37,24 +37,27 @@ namespace OpenTK
#region Fields
///
- /// Top row of the matrix
+ /// Top row of the matrix.
///
public Vector4 Row0;
+
///
- /// 2nd row of the matrix
+ /// 2nd row of the matrix.
///
public Vector4 Row1;
+
///
- /// 3rd row of the matrix
+ /// 3rd row of the matrix.
///
public Vector4 Row2;
+
///
- /// Bottom row of the matrix
+ /// Bottom row of the matrix.
///
public Vector4 Row3;
///
- /// The identity matrix
+ /// The identity matrix.
///
public static Matrix4 Identity = new Matrix4(Vector4.UnitX, Vector4.UnitY, Vector4.UnitZ, Vector4.UnitW);
@@ -65,10 +68,10 @@ namespace OpenTK
///
/// Constructs a new instance.
///
- /// Top row of the matrix
- /// Second row of the matrix
- /// Third row of the matrix
- /// Bottom row of the matrix
+ /// Top row of the matrix.
+ /// Second row of the matrix.
+ /// Third row of the matrix.
+ /// Bottom row of the matrix.
public Matrix4(Vector4 row0, Vector4 row1, Vector4 row2, Vector4 row3)
{
Row0 = row0;
@@ -134,23 +137,29 @@ namespace OpenTK
///
/// The determinant of this matrix
+ /// Gets the determinant of this matrix.
///
public float Determinant
{
get
{
+ float m11 = Row0.X, m12 = Row0.Y, m13 = Row0.Z, m14 = Row0.W,
+ m21 = Row1.X, m22 = Row1.Y, m23 = Row1.Z, m24 = Row1.W,
+ m31 = Row2.X, m32 = Row2.Y, m33 = Row2.Z, m34 = Row2.W,
+ m41 = Row3.X, m42 = Row3.Y, m43 = Row3.Z, m44 = Row3.W;
+
return
- Row0.X * Row1.Y * Row2.Z * Row3.W - Row0.X * Row1.Y * Row2.W * Row3.Z + Row0.X * Row1.Z * Row2.W * Row3.Y - Row0.X * Row1.Z * Row2.Y * Row3.W
- + Row0.X * Row1.W * Row2.Y * Row3.Z - Row0.X * Row1.W * Row2.Z * Row3.Y - Row0.Y * Row1.Z * Row2.W * Row3.X + Row0.Y * Row1.Z * Row2.X * Row3.W
- - Row0.Y * Row1.W * Row2.X * Row3.Z + Row0.Y * Row1.W * Row2.Z * Row3.X - Row0.Y * Row1.X * Row2.Z * Row3.W + Row0.Y * Row1.X * Row2.W * Row3.Z
- + Row0.Z * Row1.W * Row2.X * Row3.Y - Row0.Z * Row1.W * Row2.Y * Row3.X + Row0.Z * Row1.X * Row2.Y * Row3.W - Row0.Z * Row1.X * Row2.W * Row3.Y
- + Row0.Z * Row1.Y * Row2.W * Row3.X - Row0.Z * Row1.Y * Row2.X * Row3.W - Row0.W * Row1.X * Row2.Y * Row3.Z + Row0.W * Row1.X * Row2.Z * Row3.Y
- - Row0.W * Row1.Y * Row2.Z * Row3.X + Row0.W * Row1.Y * Row2.X * Row3.Z - Row0.W * Row1.Z * Row2.X * Row3.Y + Row0.W * Row1.Z * Row2.Y * Row3.X;
+ m11 * m22 * m33 * m44 - m11 * m22 * m34 * m43 + m11 * m23 * m34 * m42 - m11 * m23 * m32 * m44
+ + m11 * m24 * m32 * m43 - m11 * m24 * m33 * m42 - m12 * m23 * m34 * m41 + m12 * m23 * m31 * m44
+ - m12 * m24 * m31 * m43 + m12 * m24 * m33 * m41 - m12 * m21 * m33 * m44 + m12 * m21 * m34 * m43
+ + m13 * m24 * m31 * m42 - m13 * m24 * m32 * m41 + m13 * m21 * m32 * m44 - m13 * m21 * m34 * m42
+ + m13 * m22 * m34 * m41 - m13 * m22 * m31 * m44 - m14 * m21 * m32 * m43 + m14 * m21 * m33 * m42
+ - m14 * m22 * m33 * m41 + m14 * m22 * m31 * m43 - m14 * m23 * m31 * m42 + m14 * m23 * m32 * m41;
}
}
///
- /// The first column of this matrix
+ /// Gets the first column of this matrix.
///
public Vector4 Column0
{
@@ -158,7 +167,7 @@ namespace OpenTK
}
///
- /// The second column of this matrix
+ /// Gets the second column of this matrix.
///
public Vector4 Column1
{
@@ -166,7 +175,7 @@ namespace OpenTK
}
///
- /// The third column of this matrix
+ /// Gets the third column of this matrix.
///
public Vector4 Column2
{
@@ -174,7 +183,7 @@ namespace OpenTK
}
///
- /// The fourth column of this matrix
+ /// Gets the fourth column of this matrix.
///
public Vector4 Column3
{
@@ -303,16 +312,40 @@ namespace OpenTK
/// A matrix instance.
public static void CreateFromAxisAngle(Vector3 axis, float angle, out Matrix4 result)
{
+ // normalize and create a local copy of the vector.
+ axis.Normalize();
+ float axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
+
+ // calculate angles
float cos = (float)System.Math.Cos(-angle);
float sin = (float)System.Math.Sin(-angle);
float t = 1.0f - cos;
- axis.Normalize();
+ // do the conversion math once
+ float tXX = t * axisX * axisX,
+ tXY = t * axisX * axisY,
+ tXZ = t * axisX * axisZ,
+ tYY = t * axisY * axisY,
+ tYZ = t * axisY * axisZ,
+ tZZ = t * axisZ * axisZ;
- result = new Matrix4(t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0f,
- t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0f,
- t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0f,
- 0, 0, 0, 1);
+ float sinX = sin * axisX,
+ sinY = sin * axisY,
+ sinZ = sin * axisZ;
+
+ result.Row0.X = tXX + cos;
+ result.Row0.Y = tXY - sinZ;
+ result.Row0.Z = tXZ + sinY;
+ result.Row0.W = 0;
+ result.Row1.X = tXY + sinZ;
+ result.Row1.Y = tYY + cos;
+ result.Row1.Z = tYZ - sinX;
+ result.Row1.W = 0;
+ result.Row2.X = tXZ - sinY;
+ result.Row2.Y = tYZ + sinX;
+ result.Row2.Z = tZZ + cos;
+ result.Row2.W = 0;
+ result.Row3 = Vector4.UnitW;
}
///
@@ -330,6 +363,35 @@ namespace OpenTK
#endregion
+ #region CreateFromQuaternion
+
+ ///
+ /// Builds a rotation matrix from a quaternion.
+ ///
+ /// The quaternion to rotate by.
+ /// A matrix instance.
+ public static void CreateFromQuaternion(ref Quaternion q, out Matrix4 result)
+ {
+ Vector3 axis;
+ float angle;
+ q.ToAxisAngle(out axis, out angle);
+ CreateFromAxisAngle(axis, angle, out result);
+ }
+
+ ///
+ /// Builds a rotation matrix from a quaternion.
+ ///
+ /// The quaternion to rotate by.
+ /// A matrix instance.
+ public static Matrix4 CreateFromQuaternion(Quaternion q)
+ {
+ Matrix4 result;
+ CreateFromQuaternion(ref q, out result);
+ return result;
+ }
+
+ #endregion
+
#region CreateRotation[XYZ]
///
@@ -342,10 +404,11 @@ namespace OpenTK
float cos = (float)System.Math.Cos(angle);
float sin = (float)System.Math.Sin(angle);
- result.Row0 = Vector4.UnitX;
- result.Row1 = new Vector4(0.0f, cos, sin, 0.0f);
- result.Row2 = new Vector4(0.0f, -sin, cos, 0.0f);
- result.Row3 = Vector4.UnitW;
+ result = Identity;
+ result.Row1.Y = cos;
+ result.Row1.Z = sin;
+ result.Row2.Y = -sin;
+ result.Row2.Z = cos;
}
///
@@ -370,10 +433,11 @@ namespace OpenTK
float cos = (float)System.Math.Cos(angle);
float sin = (float)System.Math.Sin(angle);
- result.Row0 = new Vector4(cos, 0.0f, -sin, 0.0f);
- result.Row1 = Vector4.UnitY;
- result.Row2 = new Vector4(sin, 0.0f, cos, 0.0f);
- result.Row3 = Vector4.UnitW;
+ result = Identity;
+ result.Row0.X = cos;
+ result.Row0.Z = -sin;
+ result.Row2.X = sin;
+ result.Row2.Z = cos;
}
///
@@ -398,10 +462,11 @@ namespace OpenTK
float cos = (float)System.Math.Cos(angle);
float sin = (float)System.Math.Sin(angle);
- result.Row0 = new Vector4(cos, sin, 0.0f, 0.0f);
- result.Row1 = new Vector4(-sin, cos, 0.0f, 0.0f);
- result.Row2 = Vector4.UnitZ;
- result.Row3 = Vector4.UnitW;
+ result = Identity;
+ result.Row0.X = cos;
+ result.Row0.Y = sin;
+ result.Row1.X = -sin;
+ result.Row1.Y = cos;
}
///
@@ -430,7 +495,9 @@ namespace OpenTK
public static void CreateTranslation(float x, float y, float z, out Matrix4 result)
{
result = Identity;
- result.Row3 = new Vector4(x, y, z, 1);
+ result.Row3.X = x;
+ result.Row3.Y = y;
+ result.Row3.Z = z;
}
///
@@ -441,7 +508,9 @@ namespace OpenTK
public static void CreateTranslation(ref Vector3 vector, out Matrix4 result)
{
result = Identity;
- result.Row3 = new Vector4(vector.X, vector.Y, vector.Z, 1);
+ result.Row3.X = vector.X;
+ result.Row3.Y = vector.Y;
+ result.Row3.Z = vector.Z;
}
///
@@ -472,6 +541,89 @@ namespace OpenTK
#endregion
+ #region CreateScale
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x, y, and z axes.
+ /// A scale matrix.
+ public static Matrix4 CreateScale(float scale)
+ {
+ Matrix4 result;
+ CreateScale(scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x, y, and z axes.
+ /// A scale matrix.
+ public static Matrix4 CreateScale(Vector3 scale)
+ {
+ Matrix4 result;
+ CreateScale(ref scale, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// Scale factor for the z axis.
+ /// A scale matrix.
+ public static Matrix4 CreateScale(float x, float y, float z)
+ {
+ Matrix4 result;
+ CreateScale(x, y, z, out result);
+ return result;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Single scale factor for the x, y, and z axes.
+ /// A scale matrix.
+ public static void CreateScale(float scale, out Matrix4 result)
+ {
+ result = Identity;
+ result.Row0.X = scale;
+ result.Row1.Y = scale;
+ result.Row2.Z = scale;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factors for the x, y, and z axes.
+ /// A scale matrix.
+ public static void CreateScale(ref Vector3 scale, out Matrix4 result)
+ {
+ result = Identity;
+ result.Row0.X = scale.X;
+ result.Row1.Y = scale.Y;
+ result.Row2.Z = scale.Z;
+ }
+
+ ///
+ /// Creates a scale matrix.
+ ///
+ /// Scale factor for the x axis.
+ /// Scale factor for the y axis.
+ /// Scale factor for the z axis.
+ /// A scale matrix.
+ public static void CreateScale(float x, float y, float z, out Matrix4 result)
+ {
+ result = Identity;
+ result.Row0.X = x;
+ result.Row1.Y = y;
+ result.Row2.Z = z;
+ }
+
+ #endregion
+
#region CreateOrthographic
///
@@ -518,20 +670,19 @@ namespace OpenTK
/// The resulting Matrix4 instance.
public static void CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, out Matrix4 result)
{
- result = new Matrix4();
+ result = Identity;
- float invRL = 1 / (right - left);
- float invTB = 1 / (top - bottom);
- float invFN = 1 / (zFar - zNear);
+ float invRL = 1.0f / (right - left);
+ float invTB = 1.0f / (top - bottom);
+ float invFN = 1.0f / (zFar - zNear);
- result.M11 = 2 * invRL;
- result.M22 = 2 * invTB;
- result.M33 = -2 * invFN;
+ result.Row0.X = 2 * invRL;
+ result.Row1.Y = 2 * invTB;
+ result.Row2.Z = -2 * invFN;
- result.M41 = -(right + left) * invRL;
- result.M42 = -(top + bottom) * invTB;
- result.M43 = -(zFar + zNear) * invFN;
- result.M44 = 1;
+ result.Row3.X = -(right + left) * invRL;
+ result.Row3.Y = -(top + bottom) * invTB;
+ result.Row3.Z = -(zFar + zNear) * invFN;
}
///
@@ -654,11 +805,16 @@ namespace OpenTK
float b = (top + bottom) / (top - bottom);
float c = -(zFar + zNear) / (zFar - zNear);
float d = -(2.0f * zFar * zNear) / (zFar - zNear);
-
- result = new Matrix4(x, 0, 0, 0,
- 0, y, 0, 0,
- a, b, c, -1,
- 0, 0, d, 0);
+
+ result = Identity;
+ result.Row0.X = x;
+ result.Row1.Y = y;
+ result.Row2.X = a;
+ result.Row2.Y = b;
+ result.Row2.Z = c;
+ result.Row2.W = -1;
+ result.Row3.Z = d;
+ result.Row3.W = 0;
}
///
@@ -775,7 +931,7 @@ namespace OpenTK
[Obsolete("Use CreateTranslation instead.")]
public static Matrix4 Translation(Vector3 trans)
{
- return Translation(trans.X, trans.Y, trans.Z);
+ return CreateTranslation(trans);
}
///
@@ -788,52 +944,7 @@ namespace OpenTK
[Obsolete("Use CreateTranslation instead.")]
public static Matrix4 Translation(float x, float y, float z)
{
- Matrix4 result = Identity;
- result.Row3 = new Vector4(x, y, z, 1.0f);
- return result;
- }
-
- #endregion
-
- #endregion
-
- #region Scale Functions
-
- ///
- /// Build a scaling matrix
- ///
- /// Single scale factor for x,y and z axes
- /// A scaling matrix
- public static Matrix4 Scale(float scale)
- {
- return Scale(scale, scale, scale);
- }
-
- ///
- /// Build a scaling matrix
- ///
- /// Scale factors for x,y and z axes
- /// A scaling matrix
- public static Matrix4 Scale(Vector3 scale)
- {
- return Scale(scale.X, scale.Y, scale.Z);
- }
-
- ///
- /// Build a scaling matrix
- ///
- /// Scale factor for x-axis
- /// Scale factor for y-axis
- /// Scale factor for z-axis
- /// A scaling matrix
- public static Matrix4 Scale(float x, float y, float z)
- {
- Matrix4 result;
- result.Row0 = Vector4.UnitX * x;
- result.Row1 = Vector4.UnitY * y;
- result.Row2 = Vector4.UnitZ * z;
- result.Row3 = Vector4.UnitW;
- return result;
+ return CreateTranslation(x, y, z);
}
#endregion
@@ -848,15 +959,7 @@ namespace OpenTK
[Obsolete("Use CreateRotationX instead.")]
public static Matrix4 RotateX(float angle)
{
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
-
- Matrix4 result;
- result.Row0 = Vector4.UnitX;
- result.Row1 = new Vector4(0.0f, cos, sin, 0.0f);
- result.Row2 = new Vector4(0.0f, -sin, cos, 0.0f);
- result.Row3 = Vector4.UnitW;
- return result;
+ return CreateRotationX(angle);
}
///
@@ -867,15 +970,7 @@ namespace OpenTK
[Obsolete("Use CreateRotationY instead.")]
public static Matrix4 RotateY(float angle)
{
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
-
- Matrix4 result;
- result.Row0 = new Vector4(cos, 0.0f, -sin, 0.0f);
- result.Row1 = Vector4.UnitY;
- result.Row2 = new Vector4(sin, 0.0f, cos, 0.0f);
- result.Row3 = Vector4.UnitW;
- return result;
+ return CreateRotationY(angle);
}
///
@@ -886,15 +981,7 @@ namespace OpenTK
[Obsolete("Use CreateRotationZ instead.")]
public static Matrix4 RotateZ(float angle)
{
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
-
- Matrix4 result;
- result.Row0 = new Vector4(cos, sin, 0.0f, 0.0f);
- result.Row1 = new Vector4(-sin, cos, 0.0f, 0.0f);
- result.Row2 = Vector4.UnitZ;
- result.Row3 = Vector4.UnitW;
- return result;
+ return CreateRotationZ(angle);
}
///
@@ -906,18 +993,7 @@ namespace OpenTK
[Obsolete("Use CreateFromAxisAngle instead.")]
public static Matrix4 Rotate(Vector3 axis, float angle)
{
- float cos = (float)System.Math.Cos(-angle);
- float sin = (float)System.Math.Sin(-angle);
- float t = 1.0f - cos;
-
- axis.Normalize();
-
- Matrix4 result;
- result.Row0 = new Vector4(t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0f);
- result.Row1 = new Vector4(t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0f);
- result.Row2 = new Vector4(t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0f);
- result.Row3 = Vector4.UnitW;
- return result;
+ return CreateFromAxisAngle(axis, angle);
}
///
@@ -925,59 +1001,60 @@ namespace OpenTK
///
/// the quaternion
/// A rotation matrix
+ [Obsolete("Use CreateRotation instead.")]
public static Matrix4 Rotate(Quaternion q)
{
- Vector3 axis;
- float angle;
- q.ToAxisAngle(out axis, out angle);
- return CreateFromAxisAngle(axis, angle);
+ return CreateFromQuaternion(q);
+ }
+
+ #endregion
+
+ #region Scale Functions
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Single scale factor for x,y and z axes
+ /// A scaling matrix
+ [Obsolete("Use CreateScale instead.")]
+ public static Matrix4 Scale(float scale)
+ {
+ return Scale(scale, scale, scale);
+ }
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Scale factors for x,y and z axes
+ /// A scaling matrix
+ [Obsolete("Use CreateScale instead.")]
+ public static Matrix4 Scale(Vector3 scale)
+ {
+ return Scale(scale.X, scale.Y, scale.Z);
+ }
+
+ ///
+ /// Build a scaling matrix
+ ///
+ /// Scale factor for x-axis
+ /// Scale factor for y-axis
+ /// Scale factor for z-axis
+ /// A scaling matrix
+ [Obsolete("Use CreateScale instead.")]
+ public static Matrix4 Scale(float x, float y, float z)
+ {
+ Matrix4 result;
+ result.Row0 = Vector4.UnitX * x;
+ result.Row1 = Vector4.UnitY * y;
+ result.Row2 = Vector4.UnitZ * z;
+ result.Row3 = Vector4.UnitW;
+ return result;
}
#endregion
#region Camera Helper Functions
- ///
- /// Build a world space to camera space matrix
- ///
- /// Eye (camera) position in world space
- /// Target position in world space
- /// Up vector in world space (should not be parallel to the camera direction, that is target - eye)
- /// A Matrix4 that transforms world space to camera space
- public static Matrix4 LookAt(Vector3 eye, Vector3 target, Vector3 up)
- {
- Vector3 z = Vector3.Normalize(eye - target);
- Vector3 x = Vector3.Normalize(Vector3.Cross(up, z));
- Vector3 y = Vector3.Normalize(Vector3.Cross(z, x));
-
- Matrix4 rot = new Matrix4(new Vector4(x.X, y.X, z.X, 0.0f),
- new Vector4(x.Y, y.Y, z.Y, 0.0f),
- new Vector4(x.Z, y.Z, z.Z, 0.0f),
- Vector4.UnitW);
-
- Matrix4 trans = Matrix4.CreateTranslation(-eye);
-
- return trans * rot;
- }
-
- ///
- /// Build a world space to camera space matrix
- ///
- /// Eye (camera) position in world space
- /// Eye (camera) position in world space
- /// Eye (camera) position in world space
- /// Target position in world space
- /// Target position in world space
- /// Target position in world space
- /// Up vector in world space (should not be parallel to the camera direction, that is target - eye)
- /// Up vector in world space (should not be parallel to the camera direction, that is target - eye)
- /// Up vector in world space (should not be parallel to the camera direction, that is target - eye)
- /// A Matrix4 that transforms world space to camera space
- public static Matrix4 LookAt(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ)
- {
- return LookAt(new Vector3(eyeX, eyeY, eyeZ), new Vector3(targetX, targetY, targetZ), new Vector3(upX, upY, upZ));
- }
-
///
/// Build a projection matrix
///
@@ -1021,6 +1098,64 @@ namespace OpenTK
#endregion
+ #endregion
+
+ #region Camera Helper Functions
+
+ ///
+ /// Build a world space to camera space matrix
+ ///
+ /// Eye (camera) position in world space
+ /// Target position in world space
+ /// Up vector in world space (should not be parallel to the camera direction, that is target - eye)
+ /// A Matrix4 that transforms world space to camera space
+ public static Matrix4 LookAt(Vector3 eye, Vector3 target, Vector3 up)
+ {
+ Vector3 z = Vector3.Normalize(eye - target);
+ Vector3 x = Vector3.Normalize(Vector3.Cross(up, z));
+ Vector3 y = Vector3.Normalize(Vector3.Cross(z, x));
+
+ Matrix4 result = Identity;
+
+ //rotation
+ result.Row0.X = x.X;
+ result.Row0.Y = y.X;
+ result.Row0.Z = z.X;
+ result.Row1.X = x.Y;
+ result.Row1.Y = y.Y;
+ result.Row1.Z = z.Y;
+ result.Row2.X = x.Z;
+ result.Row2.Y = y.Z;
+ result.Row2.Z = z.Z;
+
+ //position
+ result.Row0.W = -eye.X;
+ result.Row1.W = -eye.Y;
+ result.Row2.W = -eye.Z;
+
+ return result;
+ }
+
+ ///
+ /// Build a world space to camera space matrix
+ ///
+ /// Eye (camera) position in world space
+ /// Eye (camera) position in world space
+ /// Eye (camera) position in world space
+ /// Target position in world space
+ /// Target position in world space
+ /// Target position in world space
+ /// Up vector in world space (should not be parallel to the camera direction, that is target - eye)
+ /// Up vector in world space (should not be parallel to the camera direction, that is target - eye)
+ /// Up vector in world space (should not be parallel to the camera direction, that is target - eye)
+ /// A Matrix4 that transforms world space to camera space
+ public static Matrix4 LookAt(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ)
+ {
+ return LookAt(new Vector3(eyeX, eyeY, eyeZ), new Vector3(targetX, targetY, targetZ), new Vector3(upX, upY, upZ));
+ }
+
+ #endregion
+
#region Multiply Functions
///
@@ -1178,10 +1313,23 @@ namespace OpenTK
}
}
- mat.Row0 = new Vector4(inverse[0, 0], inverse[0, 1], inverse[0, 2], inverse[0, 3]);
- mat.Row1 = new Vector4(inverse[1, 0], inverse[1, 1], inverse[1, 2], inverse[1, 3]);
- mat.Row2 = new Vector4(inverse[2, 0], inverse[2, 1], inverse[2, 2], inverse[2, 3]);
- mat.Row3 = new Vector4(inverse[3, 0], inverse[3, 1], inverse[3, 2], inverse[3, 3]);
+ mat.Row0.X = inverse[0, 0];
+ mat.Row0.Y = inverse[0, 1];
+ mat.Row0.Z = inverse[0, 2];
+ mat.Row0.W = inverse[0, 3];
+ mat.Row1.X = inverse[1, 0];
+ mat.Row1.Y = inverse[1, 1];
+ mat.Row1.Z = inverse[1, 2];
+ mat.Row1.W = inverse[1, 3];
+ mat.Row2.X = inverse[2, 0];
+ mat.Row2.Y = inverse[2, 1];
+ mat.Row2.Z = inverse[2, 2];
+ mat.Row2.W = inverse[2, 3];
+ mat.Row3.X = inverse[3, 0];
+ mat.Row3.Y = inverse[3, 1];
+ mat.Row3.Z = inverse[3, 2];
+ mat.Row3.W = inverse[3, 3];
+
return mat;
}
@@ -1224,7 +1372,7 @@ namespace OpenTK
///
/// left-hand operand
/// right-hand operand
- /// A new Matrix44 which holds the result of the multiplication
+ /// A new Matrix4 which holds the result of the multiplication
public static Matrix4 operator *(Matrix4 left, Matrix4 right)
{
return Matrix4.Mult(left, right);
@@ -1259,9 +1407,9 @@ namespace OpenTK
#region public override string ToString()
///
- /// Returns a System.String that represents the current Matrix44.
+ /// Returns a System.String that represents the current Matrix4.
///
- ///
+ /// The string representation of the matrix.
public override string ToString()
{
return String.Format("{0}\n{1}\n{2}\n{3}", Row0, Row1, Row2, Row3);