mirror of
https://github.com/Ryujinx/Opentk.git
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5438f941dc
Fixed some static fields in the math classes that weren't also readonly.
849 lines
25 KiB
C#
849 lines
25 KiB
C#
#region --- License ---
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/*
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Copyright (c) 2006 - 2008 The Open Toolkit library.
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion
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using System;
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using System.Runtime.InteropServices;
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namespace OpenTK
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{
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/// <summary>
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/// Represents a 3x4 Matrix
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/// </summary>
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[Serializable]
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[StructLayout(LayoutKind.Sequential)]
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public struct Matrix3x4 : IEquatable<Matrix3x4>
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{
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#region Fields
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/// <summary>
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/// Top row of the matrix
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/// </summary>
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public Vector4 Row0;
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/// <summary>
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/// 2nd row of the matrix
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/// </summary>
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public Vector4 Row1;
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/// <summary>
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/// Bottom row of the matrix
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/// </summary>
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public Vector4 Row2;
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/// <summary>
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/// The zero matrix
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/// </summary>
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public static Matrix3x4 Zero = new Matrix3x4(Vector4.Zero, Vector4.Zero, Vector4.Zero);
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#endregion
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#region Constructors
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/// <summary>
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/// Constructs a new instance.
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/// </summary>
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/// <param name="row0">Top row of the matrix</param>
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/// <param name="row1">Second row of the matrix</param>
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/// <param name="row2">Bottom row of the matrix</param>
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public Matrix3x4(Vector4 row0, Vector4 row1, Vector4 row2)
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{
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Row0 = row0;
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Row1 = row1;
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Row2 = row2;
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}
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/// <summary>
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/// Constructs a new instance.
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/// </summary>
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/// <param name="m00">First item of the first row of the matrix.</param>
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/// <param name="m01">Second item of the first row of the matrix.</param>
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/// <param name="m02">Third item of the first row of the matrix.</param>
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/// <param name="m03">Fourth item of the first row of the matrix.</param>
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/// <param name="m10">First item of the second row of the matrix.</param>
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/// <param name="m11">Second item of the second row of the matrix.</param>
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/// <param name="m12">Third item of the second row of the matrix.</param>
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/// <param name="m13">Fourth item of the second row of the matrix.</param>
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/// <param name="m20">First item of the third row of the matrix.</param>
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/// <param name="m21">Second item of the third row of the matrix.</param>
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/// <param name="m22">Third item of the third row of the matrix.</param>
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/// <param name="m23">First item of the third row of the matrix.</param>
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public Matrix3x4(
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float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23)
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{
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Row0 = new Vector4(m00, m01, m02, m03);
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Row1 = new Vector4(m10, m11, m12, m13);
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Row2 = new Vector4(m20, m21, m22, m23);
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}
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#endregion
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#region Public Members
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#region Properties
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/// <summary>
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/// Gets the first column of this matrix.
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/// </summary>
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public Vector3 Column0
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{
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get { return new Vector3(Row0.X, Row1.X, Row2.X); }
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}
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/// <summary>
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/// Gets the second column of this matrix.
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/// </summary>
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public Vector3 Column1
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{
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get { return new Vector3(Row0.Y, Row1.Y, Row2.Y); }
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}
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/// <summary>
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/// Gets the third column of this matrix.
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/// </summary>
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public Vector3 Column2
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{
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get { return new Vector3(Row0.Z, Row1.Z, Row2.Z); }
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}
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/// <summary>
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/// Gets the fourth column of this matrix.
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/// </summary>
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public Vector3 Column3
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{
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get { return new Vector3(Row0.W, Row1.W, Row2.W); }
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}
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/// <summary>
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/// Gets or sets the value at row 1, column 1 of this instance.
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/// </summary>
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public float M11 { get { return Row0.X; } set { Row0.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 1, column 2 of this instance.
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/// </summary>
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public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
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/// <summary>
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/// Gets or sets the value at row 1, column 3 of this instance.
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/// </summary>
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public float M13 { get { return Row0.Z; } set { Row0.Z = value; } }
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/// <summary>
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/// Gets or sets the value at row 1, column 4 of this instance.
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/// </summary>
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public float M14 { get { return Row0.W; } set { Row0.W = value; } }
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/// <summary>
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/// Gets or sets the value at row 2, column 1 of this instance.
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/// </summary>
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public float M21 { get { return Row1.X; } set { Row1.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 2, column 2 of this instance.
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/// </summary>
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public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
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/// <summary>
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/// Gets or sets the value at row 2, column 3 of this instance.
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/// </summary>
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public float M23 { get { return Row1.Z; } set { Row1.Z = value; } }
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/// <summary>
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/// Gets or sets the value at row 2, column 4 of this instance.
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/// </summary>
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public float M24 { get { return Row1.W; } set { Row1.W = value; } }
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/// <summary>
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/// Gets or sets the value at row 3, column 1 of this instance.
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/// </summary>
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public float M31 { get { return Row2.X; } set { Row2.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 3, column 2 of this instance.
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/// </summary>
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public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
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/// <summary>
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/// Gets or sets the value at row 3, column 3 of this instance.
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/// </summary>
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public float M33 { get { return Row2.Z; } set { Row2.Z = value; } }
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/// <summary>
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/// Gets or sets the value at row 3, column 4 of this instance.
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/// </summary>
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public float M34 { get { return Row2.W; } set { Row2.W = value; } }
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#endregion
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#region Indexers
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/// <summary>
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/// Gets or sets the value at a specified row and column.
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/// </summary>
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public float this[int rowIndex, int columnIndex]
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{
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get
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{
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if (rowIndex == 0) return Row0[columnIndex];
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else if (rowIndex == 1) return Row1[columnIndex];
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else if (rowIndex == 2) return Row2[columnIndex];
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throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
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}
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set
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{
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if (rowIndex == 0) Row0[columnIndex] = value;
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else if (rowIndex == 1) Row1[columnIndex] = value;
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else if (rowIndex == 2) Row2[columnIndex] = value;
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throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
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}
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}
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#endregion
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#region Instance
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#region public void Invert()
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public void Invert()
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{
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this = Matrix3x4.Invert(this);
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}
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#endregion
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#endregion
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#region Static
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#region CreateFromAxisAngle
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/// <summary>
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/// Build a rotation matrix from the specified axis/angle rotation.
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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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/// <param name="result">A matrix instance.</param>
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public static void CreateFromAxisAngle(Vector3 axis, float angle, out Matrix3x4 result)
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{
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axis.Normalize();
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float axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
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float cos = (float)System.Math.Cos(angle);
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float sin = (float)System.Math.Sin(angle);
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float t = 1.0f - cos;
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float tXX = t * axisX * axisX,
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tXY = t * axisX * axisY,
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tXZ = t * axisX * axisZ,
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tYY = t * axisY * axisY,
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tYZ = t * axisY * axisZ,
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tZZ = t * axisZ * axisZ;
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float sinX = sin * axisX,
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sinY = sin * axisY,
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sinZ = sin * axisZ;
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result.Row0.X = tXX + cos;
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result.Row0.Y = tXY - sinZ;
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result.Row0.Z = tXZ + sinY;
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result.Row0.W = 0;
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result.Row1.X = tXY + sinZ;
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result.Row1.Y = tYY + cos;
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result.Row1.Z = tYZ - sinX;
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result.Row1.W = 0;
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result.Row2.X = tXZ - sinY;
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result.Row2.Y = tYZ + sinX;
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result.Row2.Z = tZZ + cos;
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result.Row2.W = 0;
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}
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/// <summary>
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/// Build a rotation matrix from the specified axis/angle rotation.
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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 matrix instance.</returns>
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public static Matrix3x4 CreateFromAxisAngle(Vector3 axis, float angle)
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{
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Matrix3x4 result;
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CreateFromAxisAngle(axis, angle, out result);
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return result;
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}
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#endregion
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#region CreateFromQuaternion
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/// <summary>
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/// Builds a rotation matrix from a quaternion.
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/// </summary>
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/// <param name="q">The quaternion to rotate by.</param>
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/// <param name="result">A matrix instance.</param>
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public static void CreateFromQuaternion(ref Quaternion q, out Matrix3x4 result)
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{
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float x = q.X, y = q.Y, z = q.Z, w = q.W,
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tx = 2 * x, ty = 2 * y, tz = 2 * z,
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txx = tx * x, tyy = ty * y, tzz = tz * z,
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txy = tx * y, txz = tx * z, tyz = ty * z,
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txw = tx * w, tyw = ty * w, tzw = tz * w;
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result.Row0.X = 1f - (tyy + tzz);
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result.Row0.Y = txy + tzw;
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result.Row0.Z = txz - tyw;
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result.Row0.W = 0f;
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result.Row1.X = txy - tzw;
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result.Row1.Y = 1f - (txx + tzz);
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result.Row1.Z = tyz + txw;
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result.Row1.W = 0f;
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result.Row2.X = txz + tyw;
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result.Row2.Y = tyz - txw;
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result.Row2.Z = 1f - (txx + tyy);
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result.Row2.W = 0f;
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/*Vector3 axis;
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float angle;
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q.ToAxisAngle(out axis, out angle);
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CreateFromAxisAngle(axis, angle, out result);*/
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}
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/// <summary>
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/// Builds a rotation matrix from a quaternion.
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/// </summary>
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/// <param name="q">The quaternion to rotate by.</param>
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/// <returns>A matrix instance.</returns>
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public static Matrix3x4 CreateFromQuaternion(Quaternion q)
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{
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Matrix3x4 result;
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CreateFromQuaternion(ref q, out result);
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return result;
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}
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#endregion
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#region CreateRotation[XYZ]
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/// <summary>
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/// Builds a rotation matrix for a rotation around the x-axis.
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/// </summary>
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/// <param name="angle">The counter-clockwise angle in radians.</param>
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/// <param name="result">The resulting Matrix4 instance.</param>
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public static void CreateRotationX(float angle, out Matrix3x4 result)
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{
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float cos = (float)System.Math.Cos(angle);
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float sin = (float)System.Math.Sin(angle);
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result.Row0.X = 1;
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result.Row0.Y = 0;
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result.Row0.Z = 0;
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result.Row0.W = 0;
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result.Row1.X = 0;
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result.Row1.Y = cos;
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result.Row1.Z = sin;
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result.Row1.W = 0;
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result.Row2.X = 0;
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result.Row2.Y = -sin;
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result.Row2.Z = cos;
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result.Row2.W = 0;
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}
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/// <summary>
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/// Builds a rotation matrix for a rotation around the x-axis.
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/// </summary>
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/// <param name="angle">The counter-clockwise angle in radians.</param>
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/// <returns>The resulting Matrix4 instance.</returns>
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public static Matrix3x4 CreateRotationX(float angle)
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{
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Matrix3x4 result;
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CreateRotationX(angle, out result);
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return result;
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}
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/// <summary>
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/// Builds a rotation matrix for a rotation around the y-axis.
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/// </summary>
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/// <param name="angle">The counter-clockwise angle in radians.</param>
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/// <param name="result">The resulting Matrix4 instance.</param>
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public static void CreateRotationY(float angle, out Matrix3x4 result)
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{
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float cos = (float)System.Math.Cos(angle);
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float sin = (float)System.Math.Sin(angle);
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result.Row0.X = cos;
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result.Row0.Y = 0;
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result.Row0.Z = -sin;
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result.Row0.W = 0;
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result.Row1.X = 0;
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result.Row1.Y = 1;
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result.Row1.Z = 0;
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result.Row1.W = 0;
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result.Row2.X = sin;
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result.Row2.Y = 0;
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result.Row2.Z = cos;
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result.Row2.W = 0;
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}
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/// <summary>
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/// Builds a rotation matrix for a rotation around the y-axis.
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/// </summary>
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/// <param name="angle">The counter-clockwise angle in radians.</param>
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/// <returns>The resulting Matrix4 instance.</returns>
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public static Matrix3x4 CreateRotationY(float angle)
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{
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Matrix3x4 result;
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CreateRotationY(angle, out result);
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return result;
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}
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/// <summary>
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/// Builds a rotation matrix for a rotation around the z-axis.
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/// </summary>
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/// <param name="angle">The counter-clockwise angle in radians.</param>
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/// <param name="result">The resulting Matrix4 instance.</param>
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public static void CreateRotationZ(float angle, out Matrix3x4 result)
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{
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float cos = (float)System.Math.Cos(angle);
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float sin = (float)System.Math.Sin(angle);
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result.Row0.X = cos;
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result.Row0.Y = sin;
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result.Row0.Z = 0;
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result.Row0.W = 0;
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result.Row1.X = -sin;
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result.Row1.Y = cos;
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result.Row1.Z = 0;
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result.Row1.W = 0;
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result.Row2.X = 0;
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result.Row2.Y = 0;
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result.Row2.Z = 1;
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result.Row2.W = 0;
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}
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/// <summary>
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/// Builds a rotation matrix for a rotation around the z-axis.
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/// </summary>
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/// <param name="angle">The counter-clockwise angle in radians.</param>
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/// <returns>The resulting Matrix4 instance.</returns>
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public static Matrix3x4 CreateRotationZ(float angle)
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{
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Matrix3x4 result;
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CreateRotationZ(angle, out result);
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return result;
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}
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#endregion
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#region CreateTranslation
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/// <summary>
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/// Creates a translation matrix.
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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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/// <param name="result">The resulting Matrix4 instance.</param>
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public static void CreateTranslation(float x, float y, float z, out Matrix3x4 result)
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{
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result.Row0.X = 1;
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result.Row0.Y = 0;
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result.Row0.Z = 0;
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result.Row0.W = x;
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result.Row1.X = 0;
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result.Row1.Y = 1;
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result.Row1.Z = 0;
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result.Row1.W = y;
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result.Row2.X = 0;
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result.Row2.Y = 0;
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result.Row2.Z = 1;
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result.Row2.W = z;
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}
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/// <summary>
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/// Creates a translation matrix.
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/// </summary>
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/// <param name="vector">The translation vector.</param>
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/// <param name="result">The resulting Matrix4 instance.</param>
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public static void CreateTranslation(ref Vector3 vector, out Matrix3x4 result)
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{
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result.Row0.X = 1;
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result.Row0.Y = 0;
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result.Row0.Z = 0;
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result.Row0.W = vector.X;
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result.Row1.X = 0;
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result.Row1.Y = 1;
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result.Row1.Z = 0;
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result.Row1.W = vector.Y;
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result.Row2.X = 0;
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result.Row2.Y = 0;
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result.Row2.Z = 1;
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result.Row2.W = vector.Z;
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}
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/// <summary>
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/// Creates a translation matrix.
|
|
/// </summary>
|
|
/// <param name="x">X translation.</param>
|
|
/// <param name="y">Y translation.</param>
|
|
/// <param name="z">Z translation.</param>
|
|
/// <returns>The resulting Matrix4 instance.</returns>
|
|
public static Matrix3x4 CreateTranslation(float x, float y, float z)
|
|
{
|
|
Matrix3x4 result;
|
|
CreateTranslation(x, y, z, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a translation matrix.
|
|
/// </summary>
|
|
/// <param name="vector">The translation vector.</param>
|
|
/// <returns>The resulting Matrix4 instance.</returns>
|
|
public static Matrix3x4 CreateTranslation(Vector3 vector)
|
|
{
|
|
Matrix3x4 result;
|
|
CreateTranslation(vector.X, vector.Y, vector.Z, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region CreateScale
|
|
|
|
/// <summary>
|
|
/// Build a scaling matrix
|
|
/// </summary>
|
|
/// <param name="scale">Single scale factor for x,y and z axes</param>
|
|
/// <returns>A scaling matrix</returns>
|
|
public static Matrix3x4 CreateScale(float scale)
|
|
{
|
|
return CreateScale(scale, scale, scale);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a scaling matrix
|
|
/// </summary>
|
|
/// <param name="scale">Scale factors for x,y and z axes</param>
|
|
/// <returns>A scaling matrix</returns>
|
|
public static Matrix3x4 CreateScale(Vector3 scale)
|
|
{
|
|
return CreateScale(scale.X, scale.Y, scale.Z);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a scaling matrix
|
|
/// </summary>
|
|
/// <param name="x">Scale factor for x-axis</param>
|
|
/// <param name="y">Scale factor for y-axis</param>
|
|
/// <param name="z">Scale factor for z-axis</param>
|
|
/// <returns>A scaling matrix</returns>
|
|
public static Matrix3x4 CreateScale(float x, float y, float z)
|
|
{
|
|
Matrix3x4 result;
|
|
result.Row0.X = x;
|
|
result.Row0.Y = 0;
|
|
result.Row0.Z = 0;
|
|
result.Row0.W = 0;
|
|
result.Row1.X = 0;
|
|
result.Row1.Y = y;
|
|
result.Row1.Z = 0;
|
|
result.Row1.W = 0;
|
|
result.Row2.X = 0;
|
|
result.Row2.Y = 0;
|
|
result.Row2.Z = z;
|
|
result.Row2.W = 0;
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Multiply Functions
|
|
|
|
/// <summary>
|
|
/// Multiplies two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the multiplication.</param>
|
|
/// <param name="right">The right operand of the multiplication.</param>
|
|
/// <returns>A new instance that is the result of the multiplication</returns>
|
|
public static Matrix3 Mult(Matrix3x4 left, Matrix4x3 right)
|
|
{
|
|
Matrix3 result;
|
|
Mult(ref left, ref right, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Multiplies two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the multiplication.</param>
|
|
/// <param name="right">The right operand of the multiplication.</param>
|
|
/// <param name="result">A new instance that is the result of the multiplication</param>
|
|
public static void Mult(ref Matrix3x4 left, ref Matrix4x3 right, out Matrix3 result)
|
|
{
|
|
float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
|
|
lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
|
|
lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
|
|
rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
|
|
rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
|
|
rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
|
|
rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
|
|
|
|
result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + (lM14 * rM41);
|
|
result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + (lM14 * rM42);
|
|
result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + (lM14 * rM43);
|
|
result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + (lM24 * rM41);
|
|
result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + (lM24 * rM42);
|
|
result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + (lM24 * rM43);
|
|
result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + (lM34 * rM41);
|
|
result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + (lM34 * rM42);
|
|
result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + (lM34 * rM43);
|
|
}
|
|
|
|
public static Matrix3x4 Mult(Matrix3x4 left, Matrix3x4 right)
|
|
{
|
|
Matrix3x4 result;
|
|
Mult(ref left, ref right, out result);
|
|
return result;
|
|
}
|
|
|
|
public static void Mult(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
|
|
{
|
|
float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
|
|
lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
|
|
lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
|
|
rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
|
|
rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
|
|
rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
|
|
|
|
result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
|
|
result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
|
|
result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
|
|
result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34) + lM14;
|
|
result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
|
|
result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
|
|
result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
|
|
result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34) + lM24;
|
|
result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
|
|
result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
|
|
result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
|
|
result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34) + lM34;
|
|
|
|
/*result.Row0 = (right.Row0 * lM11 + right.Row1 * lM12 + right.Row2 * lM13);
|
|
result.Row0.W += lM14;
|
|
|
|
result.Row1 = (right.Row0 * lM21 + right.Row1 * lM22 + right.Row2 * lM23);
|
|
result.Row1.W += lM24;
|
|
|
|
result.Row2 = (right.Row0 * lM31 + right.Row1 * lM32 + right.Row2 * lM33);
|
|
result.Row2.W += lM34;*/
|
|
}
|
|
|
|
public static Matrix3x4 Mult(Matrix3x4 left, float right)
|
|
{
|
|
Matrix3x4 result;
|
|
Mult(ref left, right, out result);
|
|
return result;
|
|
}
|
|
|
|
public static void Mult(ref Matrix3x4 left, float right, out Matrix3x4 result)
|
|
{
|
|
result.Row0 = left.Row0 * right;
|
|
result.Row1 = left.Row1 * right;
|
|
result.Row2 = left.Row2 * right;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Add Functions
|
|
|
|
public static Matrix3x4 Add(Matrix3x4 left, Matrix3x4 right)
|
|
{
|
|
Matrix3x4 result;
|
|
Add(ref left, ref right, out result);
|
|
return result;
|
|
}
|
|
|
|
public static void Add(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
|
|
{
|
|
result.Row0 = left.Row0 + right.Row0;
|
|
result.Row1 = left.Row1 + right.Row1;
|
|
result.Row2 = left.Row2 + right.Row2;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Subtract Functions
|
|
|
|
public static Matrix3x4 Subtract(Matrix3x4 left, Matrix3x4 right)
|
|
{
|
|
Matrix3x4 result;
|
|
Subtract(ref left, ref right, out result);
|
|
return result;
|
|
}
|
|
|
|
public static void Subtract(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
|
|
{
|
|
result.Row0 = left.Row0 - right.Row0;
|
|
result.Row1 = left.Row1 - right.Row1;
|
|
result.Row2 = left.Row2 - right.Row2;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Invert Functions
|
|
|
|
public static Matrix3x4 Invert(Matrix3x4 mat)
|
|
{
|
|
Matrix3x4 result;
|
|
Invert(ref mat, out result);
|
|
return result;
|
|
}
|
|
|
|
public static void Invert(ref Matrix3x4 mat, out Matrix3x4 result)
|
|
{
|
|
Matrix3 inverseRotation = new Matrix3(mat.Column0, mat.Column1, mat.Column2);
|
|
inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
|
|
inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
|
|
inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
|
|
|
|
Vector3 translation = new Vector3(mat.Row0.W, mat.Row1.W, mat.Row2.W);
|
|
|
|
result.Row0 = new Vector4(inverseRotation.Row0, -Vector3.Dot(inverseRotation.Row0, translation));
|
|
result.Row1 = new Vector4(inverseRotation.Row1, -Vector3.Dot(inverseRotation.Row1, translation));
|
|
result.Row2 = new Vector4(inverseRotation.Row2, -Vector3.Dot(inverseRotation.Row2, translation));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Transpose
|
|
|
|
public static Matrix4x3 Transpose(Matrix3x4 mat)
|
|
{
|
|
return new Matrix4x3(mat.Column0, mat.Column1, mat.Column2, mat.Column3);
|
|
}
|
|
|
|
public static void Transpose(ref Matrix3x4 mat, out Matrix4x3 result)
|
|
{
|
|
result.Row0 = mat.Column0;
|
|
result.Row1 = mat.Column1;
|
|
result.Row2 = mat.Column2;
|
|
result.Row3 = mat.Column3;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region Operators
|
|
|
|
public static Matrix3 operator *(Matrix3x4 left, Matrix4x3 right)
|
|
{
|
|
return Matrix3x4.Mult(left, right);
|
|
}
|
|
|
|
public static Matrix3x4 operator *(Matrix3x4 left, Matrix3x4 right)
|
|
{
|
|
return Matrix3x4.Mult(left, right);
|
|
}
|
|
|
|
public static Matrix3x4 operator *(Matrix3x4 left, float right)
|
|
{
|
|
return Matrix3x4.Mult(left, right);
|
|
}
|
|
|
|
public static Matrix3x4 operator +(Matrix3x4 left, Matrix3x4 right)
|
|
{
|
|
return Matrix3x4.Add(left, right);
|
|
}
|
|
|
|
public static Matrix3x4 operator -(Matrix3x4 left, Matrix3x4 right)
|
|
{
|
|
return Matrix3x4.Subtract(left, right);
|
|
}
|
|
|
|
public static bool operator ==(Matrix3x4 left, Matrix3x4 right)
|
|
{
|
|
return left.Equals(right);
|
|
}
|
|
|
|
public static bool operator !=(Matrix3x4 left, Matrix3x4 right)
|
|
{
|
|
return !left.Equals(right);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Overrides
|
|
|
|
#region public override string ToString()
|
|
|
|
public override string ToString()
|
|
{
|
|
return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public override int GetHashCode()
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public override bool Equals(object obj)
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
if (!(obj is Matrix3x4))
|
|
return false;
|
|
|
|
return this.Equals((Matrix3x4)obj);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region IEquatable<Matrix3x4> Members
|
|
|
|
/// <summary>Indicates whether the current matrix is equal to another matrix.</summary>
|
|
/// <param name="other">An matrix to compare with this matrix.</param>
|
|
/// <returns>true if the current matrix is equal to the matrix parameter; otherwise, false.</returns>
|
|
public bool Equals(Matrix3x4 other)
|
|
{
|
|
return
|
|
Row0 == other.Row0 &&
|
|
Row1 == other.Row1 &&
|
|
Row2 == other.Row2;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|