Vector3.Add(ref vec, ref temp, out result);
}
+ /// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
+ /// <param name="vec">The vector to transform</param>
+ /// <param name="mat">The desired transformation</param>
+ /// <param name="result">The transformed vector</param>
+ public static void RightHandedTransform(ref Vector3 vec, ref Matrix3 mat, out Vector3 result)
+ {
+ result = new Vector3(
+ mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z,
+ mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z,
+ mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z);
+ }
+
+ /// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
+ /// <param name="vec">The vector to transform</param>
+ /// <param name="mat">The desired transformation</param>
+ /// <param name="result">The transformed vector</param>
+ public static void RightHandedTransform(ref Vector3 vec, ref Matrix4 mat, out Vector3 result)
+ {
+ result = new OpenTK.Vector3(
+ mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z + mat.Row0.W,
+ mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z + mat.Row1.W,
+ mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z + mat.Row2.W);
+ }
+
/// <summary>Transform a Vector3 by the given Matrix, and project the resulting Vector4 back to a Vector3</summary>
/// <param name="vec">The vector to transform</param>
/// <param name="mat">The desired transformation</param>
result = new Vector4(v.X, v.Y, v.Z, v.W);
}
+ /// <summary>Transform a Vector by the given Matrix using right-handed notation</summary>
+ /// <param name="vec">The vector to transform</param>
+ /// <param name="mat">The desired transformation</param>
+ /// <param name="result">The transformed vector</param>
+ public static void RightHandedTransform(ref Vector4 vec, ref Matrix4 mat, out Vector4 result)
+ {
+ result = new OpenTK.Vector4(
+ mat.Row0.X * vec.X + mat.Row0.Y * vec.Y + mat.Row0.Z * vec.Z + mat.Row0.W * vec.W,
+ mat.Row1.X * vec.X + mat.Row1.Y * vec.Y + mat.Row1.Z * vec.Z + mat.Row1.W * vec.W,
+ mat.Row2.X * vec.X + mat.Row2.Y * vec.Y + mat.Row2.Z * vec.Z + mat.Row2.W * vec.W,
+ mat.Row3.X * vec.X + mat.Row3.Y * vec.Y + mat.Row3.Z * vec.Z + mat.Row3.W * vec.W);
+ }
+
#endregion
#endregion