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- #region --- License ---
- /*
- Copyright (c) 2006 - 2008 The Open Toolkit library.
- Permission is hereby granted, free of charge, to any person obtaining a copy of
- this software and associated documentation files (the "Software"), to deal in
- the Software without restriction, including without limitation the rights to
- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
- of the Software, and to permit persons to whom the Software is furnished to do
- so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all
- copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- SOFTWARE.
- */
- #endregion
- using System;
- using System.Runtime.InteropServices;
- namespace Urho
- {
- /// <summary>
- /// Represents a 4x4 Matrix
- /// </summary>
- [StructLayout(LayoutKind.Sequential)]
- public struct Matrix4 : IEquatable<Matrix4>
- {
- #region Fields
- /// <summary>
- /// Top row of the matrix
- /// </summary>
- public Vector4 Row0;
- /// <summary>
- /// 2nd row of the matrix
- /// </summary>
- public Vector4 Row1;
- /// <summary>
- /// 3rd row of the matrix
- /// </summary>
- public Vector4 Row2;
- /// <summary>
- /// Bottom row of the matrix
- /// </summary>
- public Vector4 Row3;
-
- /// <summary>
- /// The identity matrix
- /// </summary>
- public static Matrix4 Identity = new Matrix4(Vector4.UnitX, Vector4.UnitY, Vector4.UnitZ, Vector4.UnitW);
- #endregion
- #region Constructors
- /// <summary>
- /// Constructs a new instance.
- /// </summary>
- /// <param name="row0">Top row of the matrix</param>
- /// <param name="row1">Second row of the matrix</param>
- /// <param name="row2">Third row of the matrix</param>
- /// <param name="row3">Bottom row of the matrix</param>
- public Matrix4(Vector4 row0, Vector4 row1, Vector4 row2, Vector4 row3)
- {
- Row0 = row0;
- Row1 = row1;
- Row2 = row2;
- Row3 = row3;
- }
- /// <summary>
- /// Constructs a new instance.
- /// </summary>
- /// <param name="m00">First item of the first row of the matrix.</param>
- /// <param name="m01">Second item of the first row of the matrix.</param>
- /// <param name="m02">Third item of the first row of the matrix.</param>
- /// <param name="m03">Fourth item of the first row of the matrix.</param>
- /// <param name="m10">First item of the second row of the matrix.</param>
- /// <param name="m11">Second item of the second row of the matrix.</param>
- /// <param name="m12">Third item of the second row of the matrix.</param>
- /// <param name="m13">Fourth item of the second row of the matrix.</param>
- /// <param name="m20">First item of the third row of the matrix.</param>
- /// <param name="m21">Second item of the third row of the matrix.</param>
- /// <param name="m22">Third item of the third row of the matrix.</param>
- /// <param name="m23">First item of the third row of the matrix.</param>
- /// <param name="m30">Fourth item of the fourth row of the matrix.</param>
- /// <param name="m31">Second item of the fourth row of the matrix.</param>
- /// <param name="m32">Third item of the fourth row of the matrix.</param>
- /// <param name="m33">Fourth item of the fourth row of the matrix.</param>
- public Matrix4(
- float m00, float m01, float m02, float m03,
- float m10, float m11, float m12, float m13,
- float m20, float m21, float m22, float m23,
- float m30, float m31, float m32, float m33)
- {
- Row0 = new Vector4(m00, m01, m02, m03);
- Row1 = new Vector4(m10, m11, m12, m13);
- Row2 = new Vector4(m20, m21, m22, m23);
- Row3 = new Vector4(m30, m31, m32, m33);
- }
- #endregion
- #region Public Members
- #region Properties
- /// <summary>
- /// The determinant of this matrix
- /// </summary>
- public float Determinant
- {
- get
- {
- return
- Row0.X * Row1.Y * Row2.Z * Row3.W - Row0.X * Row1.Y * Row2.W * Row3.Z + Row0.X * Row1.Z * Row2.W * Row3.Y - Row0.X * Row1.Z * Row2.Y * Row3.W
- + Row0.X * Row1.W * Row2.Y * Row3.Z - Row0.X * Row1.W * Row2.Z * Row3.Y - Row0.Y * Row1.Z * Row2.W * Row3.X + Row0.Y * Row1.Z * Row2.X * Row3.W
- - Row0.Y * Row1.W * Row2.X * Row3.Z + Row0.Y * Row1.W * Row2.Z * Row3.X - Row0.Y * Row1.X * Row2.Z * Row3.W + Row0.Y * Row1.X * Row2.W * Row3.Z
- + Row0.Z * Row1.W * Row2.X * Row3.Y - Row0.Z * Row1.W * Row2.Y * Row3.X + Row0.Z * Row1.X * Row2.Y * Row3.W - Row0.Z * Row1.X * Row2.W * Row3.Y
- + Row0.Z * Row1.Y * Row2.W * Row3.X - Row0.Z * Row1.Y * Row2.X * Row3.W - Row0.W * Row1.X * Row2.Y * Row3.Z + Row0.W * Row1.X * Row2.Z * Row3.Y
- - Row0.W * Row1.Y * Row2.Z * Row3.X + Row0.W * Row1.Y * Row2.X * Row3.Z - Row0.W * Row1.Z * Row2.X * Row3.Y + Row0.W * Row1.Z * Row2.Y * Row3.X;
- }
- }
- public Matrix3 Matrix3 => new Matrix3(M11, M12, M13, M21, M22, M23, M31, M32, M33);
- public Matrix3 RotationMatrix
- {
- get
- {
- Vector3 invScale = new Vector3(
- 1.0f / (float)Math.Sqrt(M11*M11 + M21*M21 + M31*M31),
- 1.0f / (float)Math.Sqrt(M12*M12 + M22*M22 + M32*M32),
- 1.0f / (float)Math.Sqrt(M13*M13 + M23*M23 + M33*M33));
- var m3 = Matrix3;
- return new Matrix3(
- m3.R0C0*invScale.X,
- m3.R0C1*invScale.Y,
- m3.R0C2*invScale.Z,
- m3.R1C0*invScale.X,
- m3.R1C1*invScale.Y,
- m3.R1C2*invScale.Z,
- m3.R2C0*invScale.X,
- m3.R2C1*invScale.Y,
- m3.R2C2*invScale.Z);
- }
- }
- public Quaternion Rotation
- {
- get
- {
- var matrix = RotationMatrix;
- return new Quaternion(ref matrix);
- }
- }
- /// <summary>
- /// The first column of this matrix
- /// </summary>
- public Vector4 Column0
- {
- get { return new Vector4(Row0.X, Row1.X, Row2.X, Row3.X); }
- }
- /// <summary>
- /// The second column of this matrix
- /// </summary>
- public Vector4 Column1
- {
- get { return new Vector4(Row0.Y, Row1.Y, Row2.Y, Row3.Y); }
- }
- /// <summary>
- /// The third column of this matrix
- /// </summary>
- public Vector4 Column2
- {
- get { return new Vector4(Row0.Z, Row1.Z, Row2.Z, Row3.Z); }
- }
- /// <summary>
- /// The fourth column of this matrix
- /// </summary>
- public Vector4 Column3
- {
- get { return new Vector4(Row0.W, Row1.W, Row2.W, Row3.W); }
- }
- /// <summary>
- /// Gets or sets the value at row 1, column 1 of this instance.
- /// </summary>
- public float M11 { get { return Row0.X; } set { Row0.X = value; } }
- /// <summary>
- /// Gets or sets the value at row 1, column 2 of this instance.
- /// </summary>
- public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
- /// <summary>
- /// Gets or sets the value at row 1, column 3 of this instance.
- /// </summary>
- public float M13 { get { return Row0.Z; } set { Row0.Z = value; } }
- /// <summary>
- /// Gets or sets the value at row 1, column 4 of this instance.
- /// </summary>
- public float M14 { get { return Row0.W; } set { Row0.W = value; } }
- /// <summary>
- /// Gets or sets the value at row 2, column 1 of this instance.
- /// </summary>
- public float M21 { get { return Row1.X; } set { Row1.X = value; } }
- /// <summary>
- /// Gets or sets the value at row 2, column 2 of this instance.
- /// </summary>
- public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
- /// <summary>
- /// Gets or sets the value at row 2, column 3 of this instance.
- /// </summary>
- public float M23 { get { return Row1.Z; } set { Row1.Z = value; } }
- /// <summary>
- /// Gets or sets the value at row 2, column 4 of this instance.
- /// </summary>
- public float M24 { get { return Row1.W; } set { Row1.W = value; } }
- /// <summary>
- /// Gets or sets the value at row 3, column 1 of this instance.
- /// </summary>
- public float M31 { get { return Row2.X; } set { Row2.X = value; } }
- /// <summary>
- /// Gets or sets the value at row 3, column 2 of this instance.
- /// </summary>
- public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
- /// <summary>
- /// Gets or sets the value at row 3, column 3 of this instance.
- /// </summary>
- public float M33 { get { return Row2.Z; } set { Row2.Z = value; } }
- /// <summary>
- /// Gets or sets the value at row 3, column 4 of this instance.
- /// </summary>
- public float M34 { get { return Row2.W; } set { Row2.W = value; } }
- /// <summary>
- /// Gets or sets the value at row 4, column 1 of this instance.
- /// </summary>
- public float M41 { get { return Row3.X; } set { Row3.X = value; } }
- /// <summary>
- /// Gets or sets the value at row 4, column 2 of this instance.
- /// </summary>
- public float M42 { get { return Row3.Y; } set { Row3.Y = value; } }
- /// <summary>
- /// Gets or sets the value at row 4, column 3 of this instance.
- /// </summary>
- public float M43 { get { return Row3.Z; } set { Row3.Z = value; } }
- /// <summary>
- /// Gets or sets the value at row 4, column 4 of this instance.
- /// </summary>
- public float M44 { get { return Row3.W; } set { Row3.W = value; } }
- #endregion
- #region Instance
- #region public void Invert()
- /// <summary>
- /// Converts this instance into its inverse.
- /// </summary>
- public void Invert()
- {
- this = Matrix4.Invert(this);
- }
- #endregion
- #region public void Transpose()
- /// <summary>
- /// Converts this instance into its transpose.
- /// </summary>
- public void Transpose()
- {
- this = Matrix4.Transpose(this);
- }
- #endregion
- #endregion
- #region Static
-
- #region CreateFromAxisAngle
-
- /// <summary>
- /// Build a rotation matrix from the specified axis/angle rotation.
- /// </summary>
- /// <param name="axis">The axis to rotate about.</param>
- /// <param name="angle">Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).</param>
- /// <param name="result">A matrix instance.</param>
- public static void CreateFromAxisAngle(Vector3 axis, float angle, out Matrix4 result)
- {
- float cos = (float)System.Math.Cos(-angle);
- float sin = (float)System.Math.Sin(-angle);
- float t = 1.0f - cos;
- axis.Normalize();
- result = new Matrix4(t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0f,
- t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0f,
- t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0f,
- 0, 0, 0, 1);
- }
-
- /// <summary>
- /// Build a rotation matrix from the specified axis/angle rotation.
- /// </summary>
- /// <param name="axis">The axis to rotate about.</param>
- /// <param name="angle">Angle in radians to rotate counter-clockwise (looking in the direction of the given axis).</param>
- /// <returns>A matrix instance.</returns>
- public static Matrix4 CreateFromAxisAngle(Vector3 axis, float angle)
- {
- Matrix4 result;
- CreateFromAxisAngle(axis, angle, out result);
- return result;
- }
-
- #endregion
- #region CreateRotation[XYZ]
- /// <summary>
- /// Builds a rotation matrix for a rotation around the x-axis.
- /// </summary>
- /// <param name="angle">The counter-clockwise angle in radians.</param>
- /// <param name="result">The resulting Matrix4 instance.</param>
- public static void CreateRotationX(float angle, out Matrix4 result)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
- result.Row0 = Vector4.UnitX;
- result.Row1 = new Vector4(0.0f, cos, sin, 0.0f);
- result.Row2 = new Vector4(0.0f, -sin, cos, 0.0f);
- result.Row3 = Vector4.UnitW;
- }
- /// <summary>
- /// Builds a rotation matrix for a rotation around the x-axis.
- /// </summary>
- /// <param name="angle">The counter-clockwise angle in radians.</param>
- /// <returns>The resulting Matrix4 instance.</returns>
- public static Matrix4 CreateRotationX(float angle)
- {
- Matrix4 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 Matrix4 instance.</param>
- public static void CreateRotationY(float angle, out Matrix4 result)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
- result.Row0 = new Vector4(cos, 0.0f, -sin, 0.0f);
- result.Row1 = Vector4.UnitY;
- result.Row2 = new Vector4(sin, 0.0f, cos, 0.0f);
- result.Row3 = Vector4.UnitW;
- }
- /// <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 Matrix4 instance.</returns>
- public static Matrix4 CreateRotationY(float angle)
- {
- Matrix4 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 Matrix4 instance.</param>
- public static void CreateRotationZ(float angle, out Matrix4 result)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
- result.Row0 = new Vector4(cos, sin, 0.0f, 0.0f);
- result.Row1 = new Vector4(-sin, cos, 0.0f, 0.0f);
- result.Row2 = Vector4.UnitZ;
- result.Row3 = Vector4.UnitW;
- }
- /// <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 Matrix4 instance.</returns>
- public static Matrix4 CreateRotationZ(float angle)
- {
- Matrix4 result;
- CreateRotationZ(angle, out result);
- return result;
- }
- #endregion
- #region CreateTranslation
- /// <summary>
- /// Creates a translation matrix.
- /// </summary>
- /// <param name="x">X translation.</param>
- /// <param name="y">Y translation.</param>
- /// <param name="z">Z translation.</param>
- /// <param name="result">The resulting Matrix4 instance.</param>
- public static void CreateTranslation(float x, float y, float z, out Matrix4 result)
- {
- result = Identity;
- result.Row3 = new Vector4(x, y, z, 1);
- }
- /// <summary>
- /// Creates a translation matrix.
- /// </summary>
- /// <param name="vector">The translation vector.</param>
- /// <param name="result">The resulting Matrix4 instance.</param>
- public static void CreateTranslation(ref Vector3 vector, out Matrix4 result)
- {
- result = Identity;
- result.Row3 = new Vector4(vector.X, vector.Y, vector.Z, 1);
- }
- /// <summary>
- /// 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 Matrix4 CreateTranslation(float x, float y, float z)
- {
- Matrix4 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 Matrix4 CreateTranslation(Vector3 vector)
- {
- Matrix4 result;
- CreateTranslation(vector.X, vector.Y, vector.Z, out result);
- return result;
- }
- #endregion
- #region CreateOrthographic
- /// <summary>
- /// Creates an orthographic projection matrix.
- /// </summary>
- /// <param name="width">The width of the projection volume.</param>
- /// <param name="height">The height of the projection volume.</param>
- /// <param name="zNear">The near edge of the projection volume.</param>
- /// <param name="zFar">The far edge of the projection volume.</param>
- /// <param name="result">The resulting Matrix4 instance.</param>
- public static void CreateOrthographic(float width, float height, float zNear, float zFar, out Matrix4 result)
- {
- CreateOrthographicOffCenter(-width / 2, width / 2, -height / 2, height / 2, zNear, zFar, out result);
- }
- /// <summary>
- /// Creates an orthographic projection matrix.
- /// </summary>
- /// <param name="width">The width of the projection volume.</param>
- /// <param name="height">The height of the projection volume.</param>
- /// <param name="zNear">The near edge of the projection volume.</param>
- /// <param name="zFar">The far edge of the projection volume.</param>
- /// <rereturns>The resulting Matrix4 instance.</rereturns>
- public static Matrix4 CreateOrthographic(float width, float height, float zNear, float zFar)
- {
- Matrix4 result;
- CreateOrthographicOffCenter(-width / 2, width / 2, -height / 2, height / 2, zNear, zFar, out result);
- return result;
- }
- #endregion
- #region CreateOrthographicOffCenter
- /// <summary>
- /// Creates an orthographic projection matrix.
- /// </summary>
- /// <param name="left">The left edge of the projection volume.</param>
- /// <param name="right">The right edge of the projection volume.</param>
- /// <param name="bottom">The bottom edge of the projection volume.</param>
- /// <param name="top">The top edge of the projection volume.</param>
- /// <param name="zNear">The near edge of the projection volume.</param>
- /// <param name="zFar">The far edge of the projection volume.</param>
- /// <param name="result">The resulting Matrix4 instance.</param>
- public static void CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, out Matrix4 result)
- {
- result = new Matrix4();
- float invRL = 1 / (right - left);
- float invTB = 1 / (top - bottom);
- float invFN = 1 / (zFar - zNear);
- result.M11 = 2 * invRL;
- result.M22 = 2 * invTB;
- result.M33 = -2 * invFN;
- result.M41 = -(right + left) * invRL;
- result.M42 = -(top + bottom) * invTB;
- result.M43 = -(zFar + zNear) * invFN;
- result.M44 = 1;
- }
- /// <summary>
- /// Creates an orthographic projection matrix.
- /// </summary>
- /// <param name="left">The left edge of the projection volume.</param>
- /// <param name="right">The right edge of the projection volume.</param>
- /// <param name="bottom">The bottom edge of the projection volume.</param>
- /// <param name="top">The top edge of the projection volume.</param>
- /// <param name="zNear">The near edge of the projection volume.</param>
- /// <param name="zFar">The far edge of the projection volume.</param>
- /// <returns>The resulting Matrix4 instance.</returns>
- public static Matrix4 CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNear, float zFar)
- {
- Matrix4 result;
- CreateOrthographicOffCenter(left, right, bottom, top, zNear, zFar, out result);
- return result;
- }
- #endregion
-
- #region CreatePerspectiveFieldOfView
-
- /// <summary>
- /// Creates a perspective projection matrix.
- /// </summary>
- /// <param name="fovy">Angle of the field of view in the y direction (in radians)</param>
- /// <param name="aspect">Aspect ratio of the view (width / height)</param>
- /// <param name="zNear">Distance to the near clip plane</param>
- /// <param name="zFar">Distance to the far clip plane</param>
- /// <param name="result">A projection matrix that transforms camera space to raster space</param>
- /// <exception cref="System.ArgumentOutOfRangeException">
- /// Thrown under the following conditions:
- /// <list type="bullet">
- /// <item>fovy is zero, less than zero or larger than Math.PI</item>
- /// <item>aspect is negative or zero</item>
- /// <item>zNear is negative or zero</item>
- /// <item>zFar is negative or zero</item>
- /// <item>zNear is larger than zFar</item>
- /// </list>
- /// </exception>
- public static void CreatePerspectiveFieldOfView(float fovy, float aspect, float zNear, float zFar, out Matrix4 result)
- {
- if (fovy <= 0 || fovy > Math.PI)
- throw new ArgumentOutOfRangeException("fovy");
- if (aspect <= 0)
- throw new ArgumentOutOfRangeException("aspect");
- if (zNear <= 0)
- throw new ArgumentOutOfRangeException("zNear");
- if (zFar <= 0)
- throw new ArgumentOutOfRangeException("zFar");
- if (zNear >= zFar)
- throw new ArgumentOutOfRangeException("zNear");
-
- float yMax = zNear * (float)System.Math.Tan(0.5f * fovy);
- float yMin = -yMax;
- float xMin = yMin * aspect;
- float xMax = yMax * aspect;
- CreatePerspectiveOffCenter(xMin, xMax, yMin, yMax, zNear, zFar, out result);
- }
-
- /// <summary>
- /// Creates a perspective projection matrix.
- /// </summary>
- /// <param name="fovy">Angle of the field of view in the y direction (in radians)</param>
- /// <param name="aspect">Aspect ratio of the view (width / height)</param>
- /// <param name="zNear">Distance to the near clip plane</param>
- /// <param name="zFar">Distance to the far clip plane</param>
- /// <returns>A projection matrix that transforms camera space to raster space</returns>
- /// <exception cref="System.ArgumentOutOfRangeException">
- /// Thrown under the following conditions:
- /// <list type="bullet">
- /// <item>fovy is zero, less than zero or larger than Math.PI</item>
- /// <item>aspect is negative or zero</item>
- /// <item>zNear is negative or zero</item>
- /// <item>zFar is negative or zero</item>
- /// <item>zNear is larger than zFar</item>
- /// </list>
- /// </exception>
- public static Matrix4 CreatePerspectiveFieldOfView(float fovy, float aspect, float zNear, float zFar)
- {
- Matrix4 result;
- CreatePerspectiveFieldOfView(fovy, aspect, zNear, zFar, out result);
- return result;
- }
-
- #endregion
-
- #region CreatePerspectiveOffCenter
-
- /// <summary>
- /// Creates an perspective projection matrix.
- /// </summary>
- /// <param name="left">Left edge of the view frustum</param>
- /// <param name="right">Right edge of the view frustum</param>
- /// <param name="bottom">Bottom edge of the view frustum</param>
- /// <param name="top">Top edge of the view frustum</param>
- /// <param name="zNear">Distance to the near clip plane</param>
- /// <param name="zFar">Distance to the far clip plane</param>
- /// <param name="result">A projection matrix that transforms camera space to raster space</param>
- /// <exception cref="System.ArgumentOutOfRangeException">
- /// Thrown under the following conditions:
- /// <list type="bullet">
- /// <item>zNear is negative or zero</item>
- /// <item>zFar is negative or zero</item>
- /// <item>zNear is larger than zFar</item>
- /// </list>
- /// </exception>
- public static void CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, out Matrix4 result)
- {
- if (zNear <= 0)
- throw new ArgumentOutOfRangeException("zNear");
- if (zFar <= 0)
- throw new ArgumentOutOfRangeException("zFar");
- if (zNear >= zFar)
- throw new ArgumentOutOfRangeException("zNear");
-
- float x = (2.0f * zNear) / (right - left);
- float y = (2.0f * zNear) / (top - bottom);
- float a = (right + left) / (right - left);
- float b = (top + bottom) / (top - bottom);
- float c = -(zFar + zNear) / (zFar - zNear);
- float d = -(2.0f * zFar * zNear) / (zFar - zNear);
-
- result = new Matrix4(x, 0, 0, 0,
- 0, y, 0, 0,
- a, b, c, -1,
- 0, 0, d, 0);
- }
-
- /// <summary>
- /// Creates an perspective projection matrix.
- /// </summary>
- /// <param name="left">Left edge of the view frustum</param>
- /// <param name="right">Right edge of the view frustum</param>
- /// <param name="bottom">Bottom edge of the view frustum</param>
- /// <param name="top">Top edge of the view frustum</param>
- /// <param name="zNear">Distance to the near clip plane</param>
- /// <param name="zFar">Distance to the far clip plane</param>
- /// <returns>A projection matrix that transforms camera space to raster space</returns>
- /// <exception cref="System.ArgumentOutOfRangeException">
- /// Thrown under the following conditions:
- /// <list type="bullet">
- /// <item>zNear is negative or zero</item>
- /// <item>zFar is negative or zero</item>
- /// <item>zNear is larger than zFar</item>
- /// </list>
- /// </exception>
- public static Matrix4 CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float zNear, float zFar)
- {
- Matrix4 result;
- CreatePerspectiveOffCenter(left, right, bottom, top, zNear, zFar, out result);
- return result;
- }
-
- #endregion
- #region Obsolete Functions
- #region Translation Functions
- /// <summary>
- /// Builds a translation matrix.
- /// </summary>
- /// <param name="trans">The translation vector.</param>
- /// <returns>A new Matrix4 instance.</returns>
- [Obsolete("Use CreateTranslation instead.")]
- public static Matrix4 Translation(Vector3 trans)
- {
- return Translation(trans.X, trans.Y, trans.Z);
- }
- /// <summary>
- /// Build a translation matrix with the given translation
- /// </summary>
- /// <param name="x">X translation</param>
- /// <param name="y">Y translation</param>
- /// <param name="z">Z translation</param>
- /// <returns>A Translation matrix</returns>
- [Obsolete("Use CreateTranslation instead.")]
- public static Matrix4 Translation(float x, float y, float z)
- {
- Matrix4 result = Identity;
- result.Row3 = new Vector4(x, y, z, 1.0f);
- return result;
- }
- #endregion
- #endregion
- #region Scale Functions
- /// <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 Matrix4 Scale(float scale)
- {
- return Scale(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 Matrix4 Scale(Vector3 scale)
- {
- return Scale(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 Matrix4 Scale(float x, float y, float z)
- {
- Matrix4 result;
- result.Row0 = Vector4.UnitX * x;
- result.Row1 = Vector4.UnitY * y;
- result.Row2 = Vector4.UnitZ * z;
- result.Row3 = Vector4.UnitW;
- return result;
- }
- #endregion
- #region Rotation Functions
- /// <summary>
- /// Build a rotation matrix that rotates about the x-axis
- /// </summary>
- /// <param name="angle">angle in radians to rotate counter-clockwise around the x-axis</param>
- /// <returns>A rotation matrix</returns>
- [Obsolete("Use CreateRotationX instead.")]
- public static Matrix4 RotateX(float angle)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
- Matrix4 result;
- result.Row0 = Vector4.UnitX;
- result.Row1 = new Vector4(0.0f, cos, sin, 0.0f);
- result.Row2 = new Vector4(0.0f, -sin, cos, 0.0f);
- result.Row3 = Vector4.UnitW;
- return result;
- }
- /// <summary>
- /// Build a rotation matrix that rotates about the y-axis
- /// </summary>
- /// <param name="angle">angle in radians to rotate counter-clockwise around the y-axis</param>
- /// <returns>A rotation matrix</returns>
- [Obsolete("Use CreateRotationY instead.")]
- public static Matrix4 RotateY(float angle)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
- Matrix4 result;
- result.Row0 = new Vector4(cos, 0.0f, -sin, 0.0f);
- result.Row1 = Vector4.UnitY;
- result.Row2 = new Vector4(sin, 0.0f, cos, 0.0f);
- result.Row3 = Vector4.UnitW;
- return result;
- }
- /// <summary>
- /// Build a rotation matrix that rotates about the z-axis
- /// </summary>
- /// <param name="angle">angle in radians to rotate counter-clockwise around the z-axis</param>
- /// <returns>A rotation matrix</returns>
- [Obsolete("Use CreateRotationZ instead.")]
- public static Matrix4 RotateZ(float angle)
- {
- float cos = (float)System.Math.Cos(angle);
- float sin = (float)System.Math.Sin(angle);
- Matrix4 result;
- result.Row0 = new Vector4(cos, sin, 0.0f, 0.0f);
- result.Row1 = new Vector4(-sin, cos, 0.0f, 0.0f);
- result.Row2 = Vector4.UnitZ;
- result.Row3 = Vector4.UnitW;
- return result;
- }
- /// <summary>
- /// Build a rotation matrix to rotate about the given axis
- /// </summary>
- /// <param name="axis">the axis to rotate about</param>
- /// <param name="angle">angle in radians to rotate counter-clockwise (looking in the direction of the given axis)</param>
- /// <returns>A rotation matrix</returns>
- [Obsolete("Use CreateFromAxisAngle instead.")]
- public static Matrix4 Rotate(Vector3 axis, float angle)
- {
- float cos = (float)System.Math.Cos(-angle);
- float sin = (float)System.Math.Sin(-angle);
- float t = 1.0f - cos;
- axis.Normalize();
- Matrix4 result;
- result.Row0 = new Vector4(t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0f);
- result.Row1 = new Vector4(t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0f);
- result.Row2 = new Vector4(t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0f);
- result.Row3 = Vector4.UnitW;
- return result;
- }
- /// <summary>
- /// Build a rotation matrix from a quaternion
- /// </summary>
- /// <param name="q">the quaternion</param>
- /// <returns>A rotation matrix</returns>
- public static Matrix4 Rotate(Quaternion q)
- {
- Vector3 axis;
- float angle;
- q.ToAxisAngle(out axis, out angle);
- return CreateFromAxisAngle(axis, angle);
- }
- #endregion
- #region Camera Helper Functions
- /// <summary>
- /// Build a world space to camera space matrix
- /// </summary>
- /// <param name="eye">Eye (camera) position in world space</param>
- /// <param name="target">Target position in world space</param>
- /// <param name="up">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param>
- /// <returns>A Matrix4 that transforms world space to camera space</returns>
- public static Matrix4 LookAt(Vector3 eye, Vector3 target, Vector3 up)
- {
- Vector3 z = Vector3.Normalize(eye - target);
- Vector3 x = Vector3.Normalize(Vector3.Cross(up, z));
- Vector3 y = Vector3.Normalize(Vector3.Cross(z, x));
- Matrix4 rot = new Matrix4(new Vector4(x.X, y.X, z.X, 0.0f),
- new Vector4(x.Y, y.Y, z.Y, 0.0f),
- new Vector4(x.Z, y.Z, z.Z, 0.0f),
- Vector4.UnitW);
- Matrix4 trans = Matrix4.CreateTranslation(-eye);
- return trans * rot;
- }
- /// <summary>
- /// Build a world space to camera space matrix
- /// </summary>
- /// <param name="eyeX">Eye (camera) position in world space</param>
- /// <param name="eyeY">Eye (camera) position in world space</param>
- /// <param name="eyeZ">Eye (camera) position in world space</param>
- /// <param name="targetX">Target position in world space</param>
- /// <param name="targetY">Target position in world space</param>
- /// <param name="targetZ">Target position in world space</param>
- /// <param name="upX">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param>
- /// <param name="upY">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param>
- /// <param name="upZ">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param>
- /// <returns>A Matrix4 that transforms world space to camera space</returns>
- public static Matrix4 LookAt(float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ)
- {
- return LookAt(new Vector3(eyeX, eyeY, eyeZ), new Vector3(targetX, targetY, targetZ), new Vector3(upX, upY, upZ));
- }
- /// <summary>
- /// Build a projection matrix
- /// </summary>
- /// <param name="left">Left edge of the view frustum</param>
- /// <param name="right">Right edge of the view frustum</param>
- /// <param name="bottom">Bottom edge of the view frustum</param>
- /// <param name="top">Top edge of the view frustum</param>
- /// <param name="near">Distance to the near clip plane</param>
- /// <param name="far">Distance to the far clip plane</param>
- /// <returns>A projection matrix that transforms camera space to raster space</returns>
- [Obsolete("Use CreatePerspectiveOffCenter instead.")]
- public static Matrix4 Frustum(float left, float right, float bottom, float top, float near, float far)
- {
- float invRL = 1.0f / (right - left);
- float invTB = 1.0f / (top - bottom);
- float invFN = 1.0f / (far - near);
- return new Matrix4(new Vector4(2.0f * near * invRL, 0.0f, 0.0f, 0.0f),
- new Vector4(0.0f, 2.0f * near * invTB, 0.0f, 0.0f),
- new Vector4((right + left) * invRL, (top + bottom) * invTB, -(far + near) * invFN, -1.0f),
- new Vector4(0.0f, 0.0f, -2.0f * far * near * invFN, 0.0f));
- }
- /// <summary>
- /// Build a projection matrix
- /// </summary>
- /// <param name="fovy">Angle of the field of view in the y direction (in radians)</param>
- /// <param name="aspect">Aspect ratio of the view (width / height)</param>
- /// <param name="near">Distance to the near clip plane</param>
- /// <param name="far">Distance to the far clip plane</param>
- /// <returns>A projection matrix that transforms camera space to raster space</returns>
- [Obsolete("Use CreatePerspectiveFieldOfView instead.")]
- public static Matrix4 Perspective(float fovy, float aspect, float near, float far)
- {
- float yMax = near * (float)System.Math.Tan(0.5f * fovy);
- float yMin = -yMax;
- float xMin = yMin * aspect;
- float xMax = yMax * aspect;
- return Frustum(xMin, xMax, yMin, yMax, near, far);
- }
- #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 Matrix4 Mult(Matrix4 left, Matrix4 right)
- {
- Matrix4 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 Matrix4 left, ref Matrix4 right, out Matrix4 result)
- {
- result = new Matrix4(
- left.M11 * right.M11 + left.M12 * right.M21 + left.M13 * right.M31 + left.M14 * right.M41,
- left.M11 * right.M12 + left.M12 * right.M22 + left.M13 * right.M32 + left.M14 * right.M42,
- left.M11 * right.M13 + left.M12 * right.M23 + left.M13 * right.M33 + left.M14 * right.M43,
- left.M11 * right.M14 + left.M12 * right.M24 + left.M13 * right.M34 + left.M14 * right.M44,
- left.M21 * right.M11 + left.M22 * right.M21 + left.M23 * right.M31 + left.M24 * right.M41,
- left.M21 * right.M12 + left.M22 * right.M22 + left.M23 * right.M32 + left.M24 * right.M42,
- left.M21 * right.M13 + left.M22 * right.M23 + left.M23 * right.M33 + left.M24 * right.M43,
- left.M21 * right.M14 + left.M22 * right.M24 + left.M23 * right.M34 + left.M24 * right.M44,
- left.M31 * right.M11 + left.M32 * right.M21 + left.M33 * right.M31 + left.M34 * right.M41,
- left.M31 * right.M12 + left.M32 * right.M22 + left.M33 * right.M32 + left.M34 * right.M42,
- left.M31 * right.M13 + left.M32 * right.M23 + left.M33 * right.M33 + left.M34 * right.M43,
- left.M31 * right.M14 + left.M32 * right.M24 + left.M33 * right.M34 + left.M34 * right.M44,
- left.M41 * right.M11 + left.M42 * right.M21 + left.M43 * right.M31 + left.M44 * right.M41,
- left.M41 * right.M12 + left.M42 * right.M22 + left.M43 * right.M32 + left.M44 * right.M42,
- left.M41 * right.M13 + left.M42 * right.M23 + left.M43 * right.M33 + left.M44 * right.M43,
- left.M41 * right.M14 + left.M42 * right.M24 + left.M43 * right.M34 + left.M44 * right.M44);
- }
- #endregion
- #region Invert Functions
- /// <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 Matrix4 Invert(Matrix4 mat)
- {
- int[] colIdx = { 0, 0, 0, 0 };
- int[] rowIdx = { 0, 0, 0, 0 };
- int[] pivotIdx = { -1, -1, -1, -1 };
- // convert the matrix to an array for easy looping
- float[,] inverse = {{mat.Row0.X, mat.Row0.Y, mat.Row0.Z, mat.Row0.W},
- {mat.Row1.X, mat.Row1.Y, mat.Row1.Z, mat.Row1.W},
- {mat.Row2.X, mat.Row2.Y, mat.Row2.Z, mat.Row2.W},
- {mat.Row3.X, mat.Row3.Y, mat.Row3.Z, mat.Row3.W} };
- int icol = 0;
- int irow = 0;
- for (int i = 0; i < 4; i++)
- {
- // Find the largest pivot value
- float maxPivot = 0.0f;
- for (int j = 0; j < 4; j++)
- {
- if (pivotIdx[j] != 0)
- {
- for (int k = 0; k < 4; ++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)
- {
- return mat;
- }
- }
- }
- }
- ++(pivotIdx[icol]);
- // Swap rows over so pivot is on diagonal
- if (irow != icol)
- {
- for (int k = 0; k < 4; ++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];
- // check for singular matrix
- if (pivot == 0.0f)
- {
- throw new InvalidOperationException("Matrix is singular and cannot be inverted.");
- //return mat;
- }
- // Scale row so it has a unit diagonal
- float oneOverPivot = 1.0f / pivot;
- inverse[icol, icol] = 1.0f;
- for (int k = 0; k < 4; ++k)
- inverse[icol, k] *= oneOverPivot;
- // Do elimination of non-diagonal elements
- for (int j = 0; j < 4; ++j)
- {
- // check this isn't on the diagonal
- if (icol != j)
- {
- float f = inverse[j, icol];
- inverse[j, icol] = 0.0f;
- for (int k = 0; k < 4; ++k)
- inverse[j, k] -= inverse[icol, k] * f;
- }
- }
- }
- for (int j = 3; j >= 0; --j)
- {
- int ir = rowIdx[j];
- int ic = colIdx[j];
- for (int k = 0; k < 4; ++k)
- {
- float f = inverse[k, ir];
- inverse[k, ir] = inverse[k, ic];
- inverse[k, ic] = f;
- }
- }
- mat.Row0 = new Vector4(inverse[0, 0], inverse[0, 1], inverse[0, 2], inverse[0, 3]);
- mat.Row1 = new Vector4(inverse[1, 0], inverse[1, 1], inverse[1, 2], inverse[1, 3]);
- mat.Row2 = new Vector4(inverse[2, 0], inverse[2, 1], inverse[2, 2], inverse[2, 3]);
- mat.Row3 = new Vector4(inverse[3, 0], inverse[3, 1], inverse[3, 2], inverse[3, 3]);
- return mat;
- }
- #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 Matrix4 Transpose(Matrix4 mat)
- {
- return new Matrix4(mat.Column0, mat.Column1, mat.Column2, mat.Column3);
- }
- /// <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 Matrix4 mat, out Matrix4 result)
- {
- result.Row0 = mat.Column0;
- result.Row1 = mat.Column1;
- result.Row2 = mat.Column2;
- result.Row3 = mat.Column3;
- }
- #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 Matrix44 which holds the result of the multiplication</returns>
- public static Matrix4 operator *(Matrix4 left, Matrix4 right)
- {
- return Matrix4.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 ==(Matrix4 left, Matrix4 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 !=(Matrix4 left, Matrix4 right)
- {
- return !left.Equals(right);
- }
- #endregion
- #region Overrides
- #region public override string ToString()
- /// <summary>
- /// Returns a System.String that represents the current Matrix44.
- /// </summary>
- /// <returns></returns>
- public override string ToString()
- {
- return String.Format("{0}\n{1}\n{2}\n{3}", Row0, Row1, Row2, Row3);
- }
- public string ToString(int cellSize, int precision = 2, string separator = " | ")
- {
- return String.Format("{0}\n{1}\n{2}\n{3}",
- Row0.ToString(cellSize, precision, separator),
- Row1.ToString(cellSize, precision, separator),
- Row2.ToString(cellSize, precision, separator),
- Row3.ToString(cellSize, precision, separator));
- }
- #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() ^ Row3.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 tresult.</param>
- /// <returns>True if the instances are equal; false otherwise.</returns>
- public override bool Equals(object obj)
- {
- if (!(obj is Matrix4))
- return false;
- return this.Equals((Matrix4)obj);
- }
- #endregion
- #endregion
- #endregion
- #region IEquatable<Matrix4> 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(Matrix4 other)
- {
- return
- Row0 == other.Row0 &&
- Row1 == other.Row1 &&
- Row2 == other.Row2 &&
- Row3 == other.Row3;
- }
- #endregion
- }
- }
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