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fc1a8e022b
Many Matrix*/Vector* implementations were throwing IndexOutOfBoundsException when you tried to set their values via their indexer due to a missing else statement.
974 lines
34 KiB
C#
974 lines
34 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 3x3 matrix containing 3D rotation and scale.
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/// </summary>
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[Serializable]
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[StructLayout(LayoutKind.Sequential)]
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public struct Matrix3 : IEquatable<Matrix3>
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{
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#region Fields
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/// <summary>
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/// First row of the matrix.
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/// </summary>
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public Vector3 Row0;
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/// <summary>
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/// Second row of the matrix.
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/// </summary>
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public Vector3 Row1;
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/// <summary>
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/// Third row of the matrix.
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/// </summary>
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public Vector3 Row2;
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/// <summary>
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/// The identity matrix.
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/// </summary>
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public static readonly Matrix3 Identity = new Matrix3(Vector3.UnitX, Vector3.UnitY, Vector3.UnitZ);
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/// <summary>
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/// The zero matrix.
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/// </summary>
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public static readonly Matrix3 Zero = new Matrix3(Vector3.Zero, Vector3.Zero, Vector3.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 Matrix3(Vector3 row0, Vector3 row1, Vector3 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="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="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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public Matrix3(
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float m00, float m01, float m02,
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float m10, float m11, float m12,
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float m20, float m21, float m22)
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{
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Row0 = new Vector3(m00, m01, m02);
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Row1 = new Vector3(m10, m11, m12);
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Row2 = new Vector3(m20, m21, m22);
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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="matrix">A Matrix4 to take the upper-left 3x3 from.</param>
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public Matrix3(Matrix4 matrix)
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{
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Row0 = matrix.Row0.Xyz;
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Row1 = matrix.Row1.Xyz;
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Row2 = matrix.Row2.Xyz;
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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 determinant of this matrix.
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/// </summary>
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public float Determinant
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{
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get
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{
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float m11 = Row0.X, m12 = Row0.Y, m13 = Row0.Z,
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m21 = Row1.X, m22 = Row1.Y, m23 = Row1.Z,
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m31 = Row2.X, m32 = Row2.Y, m33 = Row2.Z;
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return m11 * m22 * m33 + m12 * m23 * m31 + m13 * m21 * m32
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- m13 * m22 * m31 - m11 * m23 * m32 - m12 * m21 * m33;
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}
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}
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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 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 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 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 values along the main diagonal of the matrix.
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/// </summary>
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public Vector3 Diagonal
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{
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get
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{
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return new Vector3(Row0.X, Row1.Y, Row2.Z);
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}
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set
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{
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Row0.X = value.X;
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Row1.Y = value.Y;
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Row2.Z = value.Z;
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}
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}
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/// <summary>
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/// Gets the trace of the matrix, the sum of the values along the diagonal.
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/// </summary>
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public float Trace { get { return Row0.X + Row1.Y + Row2.Z; } }
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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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else 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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/// <summary>
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/// Converts this instance into its inverse.
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/// </summary>
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public void Invert()
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{
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this = Matrix3.Invert(this);
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}
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#endregion
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#region public void Transpose()
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/// <summary>
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/// Converts this instance into its transpose.
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/// </summary>
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public void Transpose()
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{
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this = Matrix3.Transpose(this);
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}
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#endregion
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/// <summary>
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/// Returns a normalised copy of this instance.
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/// </summary>
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public Matrix3 Normalized()
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{
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Matrix3 m = this;
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m.Normalize();
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return m;
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}
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/// <summary>
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/// Divides each element in the Matrix by the <see cref="Determinant"/>.
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/// </summary>
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public void Normalize()
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{
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var determinant = this.Determinant;
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Row0 /= determinant;
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Row1 /= determinant;
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Row2 /= determinant;
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}
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/// <summary>
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/// Returns an inverted copy of this instance.
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/// </summary>
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public Matrix3 Inverted()
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{
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Matrix3 m = this;
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if (m.Determinant != 0)
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m.Invert();
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return m;
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}
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/// <summary>
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/// Returns a copy of this Matrix3 without scale.
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/// </summary>
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public Matrix3 ClearScale()
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{
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Matrix3 m = this;
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m.Row0 = m.Row0.Normalized();
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m.Row1 = m.Row1.Normalized();
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m.Row2 = m.Row2.Normalized();
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return m;
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}
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/// <summary>
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/// Returns a copy of this Matrix3 without rotation.
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/// </summary>
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public Matrix3 ClearRotation()
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{
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Matrix3 m = this;
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m.Row0 = new Vector3(m.Row0.Length, 0, 0);
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m.Row1 = new Vector3(0, m.Row1.Length, 0);
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m.Row2 = new Vector3(0, 0, m.Row2.Length);
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return m;
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}
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/// <summary>
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/// Returns the scale component of this instance.
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/// </summary>
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public Vector3 ExtractScale() { return new Vector3(Row0.Length, Row1.Length, Row2.Length); }
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/// <summary>
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/// Returns the rotation component of this instance. Quite slow.
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/// </summary>
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/// <param name="row_normalise">Whether the method should row-normalise (i.e. remove scale from) the Matrix. Pass false if you know it's already normalised.</param>
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public Quaternion ExtractRotation(bool row_normalise = true)
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{
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var row0 = Row0;
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var row1 = Row1;
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var row2 = Row2;
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if (row_normalise)
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{
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row0 = row0.Normalized();
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row1 = row1.Normalized();
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row2 = row2.Normalized();
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}
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// code below adapted from Blender
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Quaternion q = new Quaternion();
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double trace = 0.25 * (row0[0] + row1[1] + row2[2] + 1.0);
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if (trace > 0)
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{
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double sq = Math.Sqrt(trace);
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q.W = (float)sq;
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sq = 1.0 / (4.0 * sq);
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q.X = (float)((row1[2] - row2[1]) * sq);
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q.Y = (float)((row2[0] - row0[2]) * sq);
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q.Z = (float)((row0[1] - row1[0]) * sq);
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}
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else if (row0[0] > row1[1] && row0[0] > row2[2])
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{
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double sq = 2.0 * Math.Sqrt(1.0 + row0[0] - row1[1] - row2[2]);
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q.X = (float)(0.25 * sq);
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sq = 1.0 / sq;
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q.W = (float)((row2[1] - row1[2]) * sq);
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q.Y = (float)((row1[0] + row0[1]) * sq);
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q.Z = (float)((row2[0] + row0[2]) * sq);
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}
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else if (row1[1] > row2[2])
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{
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double sq = 2.0 * Math.Sqrt(1.0 + row1[1] - row0[0] - row2[2]);
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q.Y = (float)(0.25 * sq);
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sq = 1.0 / sq;
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q.W = (float)((row2[0] - row0[2]) * sq);
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q.X = (float)((row1[0] + row0[1]) * sq);
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q.Z = (float)((row2[1] + row1[2]) * sq);
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}
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else
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{
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double sq = 2.0 * Math.Sqrt(1.0 + row2[2] - row0[0] - row1[1]);
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q.Z = (float)(0.25 * sq);
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sq = 1.0 / sq;
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q.W = (float)((row1[0] - row0[1]) * sq);
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q.X = (float)((row2[0] + row0[2]) * sq);
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q.Y = (float)((row2[1] + row1[2]) * sq);
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}
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q.Normalize();
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return q;
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}
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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 Matrix3 result)
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{
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//normalize and create a local copy of the vector.
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axis.Normalize();
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float axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
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//calculate angles
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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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//do the conversion math once
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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.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.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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}
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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 Matrix3 CreateFromAxisAngle(Vector3 axis, float angle)
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{
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Matrix3 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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/// Build a rotation matrix from the specified quaternion.
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/// </summary>
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/// <param name="q">Quaternion to translate.</param>
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/// <param name="result">Matrix result.</param>
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public static void CreateFromQuaternion(ref Quaternion q, out Matrix3 result)
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{
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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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/// Build a rotation matrix from the specified quaternion.
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/// </summary>
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/// <param name="q">Quaternion to translate.</param>
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/// <returns>A matrix instance.</returns>
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public static Matrix3 CreateFromQuaternion(Quaternion q)
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{
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Matrix3 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 Matrix3 instance.</param>
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public static void CreateRotationX(float angle, out Matrix3 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 = Identity;
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result.Row1.Y = cos;
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result.Row1.Z = sin;
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result.Row2.Y = -sin;
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result.Row2.Z = cos;
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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>
|
|
/// <returns>The resulting Matrix3 instance.</returns>
|
|
public static Matrix3 CreateRotationX(float angle)
|
|
{
|
|
Matrix3 result;
|
|
CreateRotationX(angle, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix for a rotation around the y-axis.
|
|
/// </summary>
|
|
/// <param name="angle">The counter-clockwise angle in radians.</param>
|
|
/// <param name="result">The resulting Matrix3 instance.</param>
|
|
public static void CreateRotationY(float angle, out Matrix3 result)
|
|
{
|
|
float cos = (float)System.Math.Cos(angle);
|
|
float sin = (float)System.Math.Sin(angle);
|
|
|
|
result = Identity;
|
|
result.Row0.X = cos;
|
|
result.Row0.Z = -sin;
|
|
result.Row2.X = sin;
|
|
result.Row2.Z = cos;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix for a rotation around the y-axis.
|
|
/// </summary>
|
|
/// <param name="angle">The counter-clockwise angle in radians.</param>
|
|
/// <returns>The resulting Matrix3 instance.</returns>
|
|
public static Matrix3 CreateRotationY(float angle)
|
|
{
|
|
Matrix3 result;
|
|
CreateRotationY(angle, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix for a rotation around the z-axis.
|
|
/// </summary>
|
|
/// <param name="angle">The counter-clockwise angle in radians.</param>
|
|
/// <param name="result">The resulting Matrix3 instance.</param>
|
|
public static void CreateRotationZ(float angle, out Matrix3 result)
|
|
{
|
|
float cos = (float)System.Math.Cos(angle);
|
|
float sin = (float)System.Math.Sin(angle);
|
|
|
|
result = Identity;
|
|
result.Row0.X = cos;
|
|
result.Row0.Y = sin;
|
|
result.Row1.X = -sin;
|
|
result.Row1.Y = cos;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds a rotation matrix for a rotation around the z-axis.
|
|
/// </summary>
|
|
/// <param name="angle">The counter-clockwise angle in radians.</param>
|
|
/// <returns>The resulting Matrix3 instance.</returns>
|
|
public static Matrix3 CreateRotationZ(float angle)
|
|
{
|
|
Matrix3 result;
|
|
CreateRotationZ(angle, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region CreateScale
|
|
|
|
/// <summary>
|
|
/// Creates a scale matrix.
|
|
/// </summary>
|
|
/// <param name="scale">Single scale factor for the x, y, and z axes.</param>
|
|
/// <returns>A scale matrix.</returns>
|
|
public static Matrix3 CreateScale(float scale)
|
|
{
|
|
Matrix3 result;
|
|
CreateScale(scale, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a scale matrix.
|
|
/// </summary>
|
|
/// <param name="scale">Scale factors for the x, y, and z axes.</param>
|
|
/// <returns>A scale matrix.</returns>
|
|
public static Matrix3 CreateScale(Vector3 scale)
|
|
{
|
|
Matrix3 result;
|
|
CreateScale(ref scale, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a scale matrix.
|
|
/// </summary>
|
|
/// <param name="x">Scale factor for the x axis.</param>
|
|
/// <param name="y">Scale factor for the y axis.</param>
|
|
/// <param name="z">Scale factor for the z axis.</param>
|
|
/// <returns>A scale matrix.</returns>
|
|
public static Matrix3 CreateScale(float x, float y, float z)
|
|
{
|
|
Matrix3 result;
|
|
CreateScale(x, y, z, out result);
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a scale matrix.
|
|
/// </summary>
|
|
/// <param name="scale">Single scale factor for the x, y, and z axes.</param>
|
|
/// <param name="result">A scale matrix.</param>
|
|
public static void CreateScale(float scale, out Matrix3 result)
|
|
{
|
|
result = Identity;
|
|
result.Row0.X = scale;
|
|
result.Row1.Y = scale;
|
|
result.Row2.Z = scale;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a scale matrix.
|
|
/// </summary>
|
|
/// <param name="scale">Scale factors for the x, y, and z axes.</param>
|
|
/// <param name="result">A scale matrix.</param>
|
|
public static void CreateScale(ref Vector3 scale, out Matrix3 result)
|
|
{
|
|
result = Identity;
|
|
result.Row0.X = scale.X;
|
|
result.Row1.Y = scale.Y;
|
|
result.Row2.Z = scale.Z;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a scale matrix.
|
|
/// </summary>
|
|
/// <param name="x">Scale factor for the x axis.</param>
|
|
/// <param name="y">Scale factor for the y axis.</param>
|
|
/// <param name="z">Scale factor for the z axis.</param>
|
|
/// <param name="result">A scale matrix.</param>
|
|
public static void CreateScale(float x, float y, float z, out Matrix3 result)
|
|
{
|
|
result = Identity;
|
|
result.Row0.X = x;
|
|
result.Row1.Y = y;
|
|
result.Row2.Z = z;
|
|
}
|
|
|
|
#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(Matrix3 left, Matrix3 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 Matrix3 left, ref Matrix3 right, out Matrix3 result)
|
|
{
|
|
float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z,
|
|
lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z,
|
|
lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z,
|
|
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;
|
|
|
|
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.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.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);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Invert Functions
|
|
|
|
/// <summary>
|
|
/// Calculate the inverse of the given matrix
|
|
/// </summary>
|
|
/// <param name="mat">The matrix to invert</param>
|
|
/// <param name="result">The inverse of the given matrix if it has one, or the input if it is singular</param>
|
|
/// <exception cref="InvalidOperationException">Thrown if the Matrix3 is singular.</exception>
|
|
public static void Invert(ref Matrix3 mat, out Matrix3 result)
|
|
{
|
|
int[] colIdx = { 0, 0, 0 };
|
|
int[] rowIdx = { 0, 0, 0 };
|
|
int[] pivotIdx = { -1, -1, -1 };
|
|
|
|
float[,] inverse = {{mat.Row0.X, mat.Row0.Y, mat.Row0.Z},
|
|
{mat.Row1.X, mat.Row1.Y, mat.Row1.Z},
|
|
{mat.Row2.X, mat.Row2.Y, mat.Row2.Z}};
|
|
|
|
int icol = 0;
|
|
int irow = 0;
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
float maxPivot = 0.0f;
|
|
for (int j = 0; j < 3; j++)
|
|
{
|
|
if (pivotIdx[j] != 0)
|
|
{
|
|
for (int k = 0; k < 3; ++k)
|
|
{
|
|
if (pivotIdx[k] == -1)
|
|
{
|
|
float absVal = System.Math.Abs(inverse[j, k]);
|
|
if (absVal > maxPivot)
|
|
{
|
|
maxPivot = absVal;
|
|
irow = j;
|
|
icol = k;
|
|
}
|
|
}
|
|
else if (pivotIdx[k] > 0)
|
|
{
|
|
result = mat;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
++(pivotIdx[icol]);
|
|
|
|
if (irow != icol)
|
|
{
|
|
for (int k = 0; k < 3; ++k)
|
|
{
|
|
float f = inverse[irow, k];
|
|
inverse[irow, k] = inverse[icol, k];
|
|
inverse[icol, k] = f;
|
|
}
|
|
}
|
|
|
|
rowIdx[i] = irow;
|
|
colIdx[i] = icol;
|
|
|
|
float pivot = inverse[icol, icol];
|
|
|
|
if (pivot == 0.0f)
|
|
{
|
|
throw new InvalidOperationException("Matrix is singular and cannot be inverted.");
|
|
}
|
|
|
|
float oneOverPivot = 1.0f / pivot;
|
|
inverse[icol, icol] = 1.0f;
|
|
for (int k = 0; k < 3; ++k)
|
|
inverse[icol, k] *= oneOverPivot;
|
|
|
|
for (int j = 0; j < 3; ++j)
|
|
{
|
|
if (icol != j)
|
|
{
|
|
float f = inverse[j, icol];
|
|
inverse[j, icol] = 0.0f;
|
|
for (int k = 0; k < 3; ++k)
|
|
inverse[j, k] -= inverse[icol, k] * f;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int j = 2; j >= 0; --j)
|
|
{
|
|
int ir = rowIdx[j];
|
|
int ic = colIdx[j];
|
|
for (int k = 0; k < 3; ++k)
|
|
{
|
|
float f = inverse[k, ir];
|
|
inverse[k, ir] = inverse[k, ic];
|
|
inverse[k, ic] = f;
|
|
}
|
|
}
|
|
|
|
result.Row0.X = inverse[0, 0];
|
|
result.Row0.Y = inverse[0, 1];
|
|
result.Row0.Z = inverse[0, 2];
|
|
result.Row1.X = inverse[1, 0];
|
|
result.Row1.Y = inverse[1, 1];
|
|
result.Row1.Z = inverse[1, 2];
|
|
result.Row2.X = inverse[2, 0];
|
|
result.Row2.Y = inverse[2, 1];
|
|
result.Row2.Z = inverse[2, 2];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate the inverse of the given matrix
|
|
/// </summary>
|
|
/// <param name="mat">The matrix to invert</param>
|
|
/// <returns>The inverse of the given matrix if it has one, or the input if it is singular</returns>
|
|
/// <exception cref="InvalidOperationException">Thrown if the Matrix4 is singular.</exception>
|
|
public static Matrix3 Invert(Matrix3 mat)
|
|
{
|
|
Matrix3 result;
|
|
Invert(ref mat, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Transpose
|
|
|
|
/// <summary>
|
|
/// Calculate the transpose of the given matrix
|
|
/// </summary>
|
|
/// <param name="mat">The matrix to transpose</param>
|
|
/// <returns>The transpose of the given matrix</returns>
|
|
public static Matrix3 Transpose(Matrix3 mat)
|
|
{
|
|
return new Matrix3(mat.Column0, mat.Column1, mat.Column2);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate the transpose of the given matrix
|
|
/// </summary>
|
|
/// <param name="mat">The matrix to transpose</param>
|
|
/// <param name="result">The result of the calculation</param>
|
|
public static void Transpose(ref Matrix3 mat, out Matrix3 result)
|
|
{
|
|
result.Row0.X = mat.Row0.X;
|
|
result.Row0.Y = mat.Row1.X;
|
|
result.Row0.Z = mat.Row2.X;
|
|
result.Row1.X = mat.Row0.Y;
|
|
result.Row1.Y = mat.Row1.Y;
|
|
result.Row1.Z = mat.Row2.Y;
|
|
result.Row2.X = mat.Row0.Z;
|
|
result.Row2.Y = mat.Row1.Z;
|
|
result.Row2.Z = mat.Row2.Z;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region Operators
|
|
|
|
/// <summary>
|
|
/// Matrix multiplication
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix3d which holds the result of the multiplication</returns>
|
|
public static Matrix3 operator *(Matrix3 left, Matrix3 right)
|
|
{
|
|
return Matrix3.Mult(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two instances for equality.
|
|
/// </summary>
|
|
/// <param name="left">The first instance.</param>
|
|
/// <param name="right">The second instance.</param>
|
|
/// <returns>True, if left equals right; false otherwise.</returns>
|
|
public static bool operator ==(Matrix3 left, Matrix3 right)
|
|
{
|
|
return left.Equals(right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two instances for inequality.
|
|
/// </summary>
|
|
/// <param name="left">The first instance.</param>
|
|
/// <param name="right">The second instance.</param>
|
|
/// <returns>True, if left does not equal right; false otherwise.</returns>
|
|
public static bool operator !=(Matrix3 left, Matrix3 right)
|
|
{
|
|
return !left.Equals(right);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Overrides
|
|
|
|
#region public override string ToString()
|
|
|
|
/// <summary>
|
|
/// Returns a System.String that represents the current Matrix3d.
|
|
/// </summary>
|
|
/// <returns>The string representation of the matrix.</returns>
|
|
public override string ToString()
|
|
{
|
|
return String.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public override int GetHashCode()
|
|
|
|
/// <summary>
|
|
/// Returns the hashcode for this instance.
|
|
/// </summary>
|
|
/// <returns>A System.Int32 containing the unique hashcode for this instance.</returns>
|
|
public override int GetHashCode()
|
|
{
|
|
return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public override bool Equals(object obj)
|
|
|
|
/// <summary>
|
|
/// Indicates whether this instance and a specified object are equal.
|
|
/// </summary>
|
|
/// <param name="obj">The object to compare to.</param>
|
|
/// <returns>True if the instances are equal; false otherwise.</returns>
|
|
public override bool Equals(object obj)
|
|
{
|
|
if (!(obj is Matrix3))
|
|
return false;
|
|
|
|
return this.Equals((Matrix3)obj);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region IEquatable<Matrix3> Members
|
|
|
|
/// <summary>Indicates whether the current matrix is equal to another matrix.</summary>
|
|
/// <param name="other">A 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(Matrix3 other)
|
|
{
|
|
return
|
|
Row0 == other.Row0 &&
|
|
Row1 == other.Row1 &&
|
|
Row2 == other.Row2;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
} |