Added Matrix4x3 and Matrix3x4 implementations from our game.
authorRobert Rouhani <robert.rouhani@gmail.com>
Fri, 18 Jan 2013 23:32:09 +0000 (15:32 -0800)
committerRobert Rouhani <robert.rouhani@gmail.com>
Fri, 18 Jan 2013 23:32:09 +0000 (15:32 -0800)
Source/OpenTK/Math/Matrix3x4.cs [new file with mode: 0644]
Source/OpenTK/Math/Matrix4x3.cs [new file with mode: 0644]
Source/OpenTK/OpenTK.csproj

diff --git a/Source/OpenTK/Math/Matrix3x4.cs b/Source/OpenTK/Math/Matrix3x4.cs
new file mode 100644 (file)
index 0000000..8a9a88f
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+using System;
+using System.Runtime.InteropServices;
+
+using OpenTK;
+
+namespace TopHat.Mathematics
+{
+       /// <summary>
+       /// Represents a 3x4 Matrix
+       /// </summary>
+       [Serializable]
+       [StructLayout(LayoutKind.Sequential)]
+       public struct Matrix3x4 : IEquatable<Matrix3x4>
+       {
+               #region Fields
+
+               /// <summary>
+               /// Top row of the matrix
+               /// </summary>
+               public Vector4 Row0;
+
+               /// <summary>
+               /// 2nd row of the matrix
+               /// </summary>
+               public Vector4 Row1;
+
+               /// <summary>
+               /// Bottom row of the matrix
+               /// </summary>
+               public Vector4 Row2;
+
+               /// <summary>
+               /// The identity matrix
+               /// </summary>
+               public static Matrix3x4 Identity = new Matrix3x4(Vector4.UnitX, Vector4.UnitY, Vector4.UnitZ);
+
+               #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">Bottom row of the matrix</param>
+               public Matrix3x4(Vector4 row0, Vector4 row1, Vector4 row2)
+               {
+                       Row0 = row0;
+                       Row1 = row1;
+                       Row2 = row2;
+               }
+
+               /// <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>
+               public Matrix3x4(
+                       float m00, float m01, float m02, float m03,
+                       float m10, float m11, float m12, float m13,
+                       float m20, float m21, float m22, float m23)
+               {
+                       Row0 = new Vector4(m00, m01, m02, m03);
+                       Row1 = new Vector4(m10, m11, m12, m13);
+                       Row2 = new Vector4(m20, m21, m22, m23);
+               }
+
+               #endregion
+
+               #region Public Members
+
+               #region Properties
+
+               /// <summary>
+               /// Gets the first column of this matrix.
+               /// </summary>
+               public Vector3 Column0
+               {
+                       get { return new Vector3(Row0.X, Row1.X, Row2.X); }
+               }
+
+               /// <summary>
+               /// Gets the second column of this matrix.
+               /// </summary>
+               public Vector3 Column1
+               {
+                       get { return new Vector3(Row0.Y, Row1.Y, Row2.Y); }
+               }
+
+               /// <summary>
+               /// Gets the third column of this matrix.
+               /// </summary>
+               public Vector3 Column2
+               {
+                       get { return new Vector3(Row0.Z, Row1.Z, Row2.Z); }
+               }
+
+               /// <summary>
+               /// Gets the fourth column of this matrix.
+               /// </summary>
+               public Vector3 Column3
+               {
+                       get { return new Vector3(Row0.W, Row1.W, Row2.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; } }
+
+               #endregion
+
+               #region Instance
+
+               #region public void Invert()
+
+               public void Invert()
+               {
+                       this = Matrix3x4.Invert(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 Matrix3x4 result)
+               {
+                       axis.Normalize();
+                       float axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
+
+                       float cos = (float)System.Math.Cos(angle);
+                       float sin = (float)System.Math.Sin(angle);
+                       float t = 1.0f - cos;
+
+                       float tXX = t * axisX * axisX,
+                               tXY = t * axisX * axisY,
+                               tXZ = t * axisX * axisZ,
+                               tYY = t * axisY * axisY,
+                               tYZ = t * axisY * axisZ,
+                               tZZ = t * axisZ * axisZ;
+
+                       float sinX = sin * axisX,
+                               sinY = sin * axisY,
+                               sinZ = sin * axisZ;
+
+                       result.Row0.X = tXX + cos;
+                       result.Row0.Y = tXY - sinZ;
+                       result.Row0.Z = tXZ + sinY;
+                       result.Row0.W = 0;
+                       result.Row1.X = tXY + sinZ;
+                       result.Row1.Y = tYY + cos;
+                       result.Row1.Z = tYZ - sinX;
+                       result.Row1.W = 0;
+                       result.Row2.X = tXZ - sinY;
+                       result.Row2.Y = tYZ + sinX;
+                       result.Row2.Z = tZZ + cos;
+                       result.Row2.W = 0;
+               }
+
+               /// <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 Matrix3x4 CreateFromAxisAngle(Vector3 axis, float angle)
+               {
+                       Matrix3x4 result;
+                       CreateFromAxisAngle(axis, angle, out result);
+                       return result;
+               }
+
+               #endregion
+
+               #region CreateFromQuaternion
+
+               /// <summary>
+               /// Builds a rotation matrix from a quaternion.
+               /// </summary>
+               /// <param name="q">The quaternion to rotate by.</param>
+               /// <param name="result">A matrix instance.</param>
+               public static void CreateFromQuaternion(ref Quaternion q, out Matrix3x4 result)
+               {
+                       float x = q.X, y = q.Y, z = q.Z, w = q.W,
+                               tx = 2 * x, ty = 2 * y, tz = 2 * z,
+                               txx = tx * x, tyy = ty * y, tzz = tz * z,
+                               txy = tx * y, txz = tx * z, tyz = ty * z,
+                               txw = tx * w, tyw = ty * w, tzw = tz * w;
+
+                       result.Row0.X = 1f - (tyy + tzz);
+                       result.Row0.Y = txy + tzw;
+                       result.Row0.Z = txz - tyw;
+                       result.Row0.W = 0f;
+                       result.Row1.X = txy - tzw;
+                       result.Row1.Y = 1f - (txx + tzz);
+                       result.Row1.Z = tyz + txw;
+                       result.Row1.W = 0f;
+                       result.Row2.X = txz + tyw;
+                       result.Row2.Y = tyz - txw;
+                       result.Row2.Z = 1f - (txx + tyy);
+                       result.Row2.W = 0f;
+
+                       /*Vector3 axis;
+                       float angle;
+                       q.ToAxisAngle(out axis, out angle);
+                       CreateFromAxisAngle(axis, angle, out result);*/
+               }
+
+               /// <summary>
+               /// Builds a rotation matrix from a quaternion.
+               /// </summary>
+               /// <param name="q">The quaternion to rotate by.</param>
+               /// <returns>A matrix instance.</returns>
+               public static Matrix3x4 CreateFromQuaternion(Quaternion q)
+               {
+                       Matrix3x4 result;
+                       CreateFromQuaternion(ref q, 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 Matrix3x4 result)
+               {
+                       float cos = (float)System.Math.Cos(angle);
+                       float sin = (float)System.Math.Sin(angle);
+
+                       result = Identity;
+                       result.Row1.Y = cos;
+                       result.Row1.Z = sin;
+                       result.Row2.Y = -sin;
+                       result.Row2.Z = cos;
+               }
+
+               /// <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 Matrix3x4 CreateRotationX(float angle)
+               {
+                       Matrix3x4 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 Matrix3x4 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 Matrix4 instance.</returns>
+               public static Matrix3x4 CreateRotationY(float angle)
+               {
+                       Matrix3x4 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 Matrix3x4 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 Matrix4 instance.</returns>
+               public static Matrix3x4 CreateRotationZ(float angle)
+               {
+                       Matrix3x4 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 Matrix3x4 result)
+               {
+                       result = Identity;
+                       result.Row0.W = x;
+                       result.Row1.W = y;
+                       result.Row2.W = z;
+               }
+
+               /// <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 Matrix3x4 result)
+               {
+                       result = Identity;
+                       result.Row0.W = vector.X;
+                       result.Row1.W = vector.Y;
+                       result.Row2.W = vector.Z;
+               }
+
+               /// <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 Matrix3x4 CreateTranslation(float x, float y, float z)
+               {
+                       Matrix3x4 result;
+                       CreateTranslation(x, y, z, out result);
+                       return result;
+               }
+
+               /// <summary>
+               /// Creates a translation matrix.
+               /// </summary>
+               /// <param name="vector">The translation vector.</param>
+               /// <returns>The resulting Matrix4 instance.</returns>
+               public static Matrix3x4 CreateTranslation(Vector3 vector)
+               {
+                       Matrix3x4 result;
+                       CreateTranslation(vector.X, vector.Y, vector.Z, out result);
+                       return result;
+               }
+
+               #endregion
+
+               #region CreateScale
+
+               /// <summary>
+               /// Build a scaling matrix
+               /// </summary>
+               /// <param name="scale">Single scale factor for x,y and z axes</param>
+               /// <returns>A scaling matrix</returns>
+               public static Matrix3x4 CreateScale(float scale)
+               {
+                       return CreateScale(scale, scale, scale);
+               }
+
+               /// <summary>
+               /// Build a scaling matrix
+               /// </summary>
+               /// <param name="scale">Scale factors for x,y and z axes</param>
+               /// <returns>A scaling matrix</returns>
+               public static Matrix3x4 CreateScale(Vector3 scale)
+               {
+                       return CreateScale(scale.X, scale.Y, scale.Z);
+               }
+
+               /// <summary>
+               /// Build a scaling matrix
+               /// </summary>
+               /// <param name="x">Scale factor for x-axis</param>
+               /// <param name="y">Scale factor for y-axis</param>
+               /// <param name="z">Scale factor for z-axis</param>
+               /// <returns>A scaling matrix</returns>
+               public static Matrix3x4 CreateScale(float x, float y, float z)
+               {
+                       Matrix3x4 result = Identity;
+                       result.Row0.X = x;
+                       result.Row1.Y = y;
+                       result.Row2.Z = z;
+                       return result;
+               }
+
+               #endregion
+
+               #region Multiply Functions
+
+               /// <summary>
+               /// Multiplies two instances.
+               /// </summary>
+               /// <param name="left">The left operand of the multiplication.</param>
+               /// <param name="right">The right operand of the multiplication.</param>
+               /// <returns>A new instance that is the result of the multiplication</returns>
+               public static Matrix3 Mult(Matrix3x4 left, Matrix4x3 right)
+               {
+                       Matrix3 result;
+                       Mult(ref left, ref right, out result);
+                       return result;
+               }
+
+               /// <summary>
+               /// Multiplies two instances.
+               /// </summary>
+               /// <param name="left">The left operand of the multiplication.</param>
+               /// <param name="right">The right operand of the multiplication.</param>
+               /// <param name="result">A new instance that is the result of the multiplication</param>
+               public static void Mult(ref Matrix3x4 left, ref Matrix4x3 right, out Matrix3 result)
+               {
+                       float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
+                               lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
+                               lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
+                               rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
+                               rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z,
+                               rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z,
+                               rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
+
+                       result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + (lM14 * rM41);
+                       result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + (lM14 * rM42);
+                       result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + (lM14 * rM43);
+                       result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + (lM24 * rM41);
+                       result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + (lM24 * rM42);
+                       result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + (lM24 * rM43);
+                       result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + (lM34 * rM41);
+                       result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + (lM34 * rM42);
+                       result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + (lM34 * rM43);
+               }
+
+               public static Matrix3x4 Mult(Matrix3x4 left, Matrix3x4 right)
+               {
+                       Matrix3x4 result;
+                       Mult(ref left, ref right, out result);
+                       return result;
+               }
+
+               public static void Mult(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
+               {
+                       float lM11 = left.Row0.X, lM12 = left.Row0.Y, lM13 = left.Row0.Z, lM14 = left.Row0.W,
+                               lM21 = left.Row1.X, lM22 = left.Row1.Y, lM23 = left.Row1.Z, lM24 = left.Row1.W,
+                               lM31 = left.Row2.X, lM32 = left.Row2.Y, lM33 = left.Row2.Z, lM34 = left.Row2.W,
+                               rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+                               rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
+                               rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
+
+                       result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
+                       result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
+                       result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
+                       result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34) + lM14;
+                       result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
+                       result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
+                       result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
+                       result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34) + lM24;
+                       result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
+                       result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
+                       result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
+                       result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34) + lM34;
+
+                       /*result.Row0 = (right.Row0 * lM11 + right.Row1 * lM12 + right.Row2 * lM13);
+                       result.Row0.W += lM14;
+
+                       result.Row1 = (right.Row0 * lM21 + right.Row1 * lM22 + right.Row2 * lM23);
+                       result.Row1.W += lM24;
+
+                       result.Row2 = (right.Row0 * lM31 + right.Row1 * lM32 + right.Row2 * lM33);
+                       result.Row2.W += lM34;*/
+               }
+
+               public static Matrix3x4 Mult(Matrix3x4 left, float right)
+               {
+                       Matrix3x4 result;
+                       Mult(ref left, right, out result);
+                       return result;
+               }
+
+               public static void Mult(ref Matrix3x4 left, float right, out Matrix3x4 result)
+               {
+                       result.Row0 = left.Row0 * right;
+                       result.Row1 = left.Row1 * right;
+                       result.Row2 = left.Row2 * right;
+               }
+
+               #endregion
+
+               #region Add Functions
+
+               public static Matrix3x4 Add(Matrix3x4 left, Matrix3x4 right)
+               {
+                       Matrix3x4 result;
+                       Add(ref left, ref right, out result);
+                       return result;
+               }
+
+               public static void Add(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
+               {
+                       result.Row0 = left.Row0 + right.Row0;
+                       result.Row1 = left.Row1 + right.Row1;
+                       result.Row2 = left.Row2 + right.Row2;
+               }
+
+               #endregion
+
+               #region Subtract Functions
+
+               public static Matrix3x4 Subtract(Matrix3x4 left, Matrix3x4 right)
+               {
+                       Matrix3x4 result;
+                       Subtract(ref left, ref right, out result);
+                       return result;
+               }
+
+               public static void Subtract(ref Matrix3x4 left, ref Matrix3x4 right, out Matrix3x4 result)
+               {
+                       result.Row0 = left.Row0 - right.Row0;
+                       result.Row1 = left.Row1 - right.Row1;
+                       result.Row2 = left.Row2 - right.Row2;
+               }
+
+               #endregion
+
+               #region Invert Functions
+
+               public static Matrix3x4 Invert(Matrix3x4 mat)
+               {
+                       Matrix3x4 result;
+                       Invert(ref mat, out result);
+                       return result;
+               }
+
+               public static void Invert(ref Matrix3x4 mat, out Matrix3x4 result)
+               {
+                       Matrix3 inverseRotation = new Matrix3(mat.Column0, mat.Column1, mat.Column2);
+                       inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
+                       inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
+                       inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
+
+                       Vector3 translation = new Vector3(mat.Row0.W, mat.Row1.W, mat.Row2.W);
+
+                       result.Row0 = new Vector4(inverseRotation.Row0, -Vector3.Dot(inverseRotation.Row0, translation));
+                       result.Row1 = new Vector4(inverseRotation.Row1, -Vector3.Dot(inverseRotation.Row1, translation));
+                       result.Row2 = new Vector4(inverseRotation.Row2, -Vector3.Dot(inverseRotation.Row2, translation));
+               }
+
+               #endregion
+
+               #region Transpose
+
+               public static Matrix4x3 Transpose(Matrix3x4 mat)
+               {
+                       return new Matrix4x3(mat.Column0, mat.Column1, mat.Column2, mat.Column3);
+               }
+
+               public static void Transpose(ref Matrix3x4 mat, out Matrix4x3 result)
+               {
+                       result.Row0 = mat.Column0;
+                       result.Row1 = mat.Column1;
+                       result.Row2 = mat.Column2;
+                       result.Row3 = mat.Column3;
+               }
+
+               #endregion
+
+               #endregion
+
+               #region Operators
+
+               public static Matrix3 operator *(Matrix3x4 left, Matrix4x3 right)
+               {
+                       return Matrix3x4.Mult(left, right);
+               }
+
+               public static Matrix3x4 operator *(Matrix3x4 left, Matrix3x4 right)
+               {
+                       return Matrix3x4.Mult(left, right);
+               }
+
+               public static Matrix3x4 operator *(Matrix3x4 left, float right)
+               {
+                       return Matrix3x4.Mult(left, right);
+               }
+
+               public static Matrix3x4 operator +(Matrix3x4 left, Matrix3x4 right)
+               {
+                       return Matrix3x4.Add(left, right);
+               }
+
+               public static Matrix3x4 operator -(Matrix3x4 left, Matrix3x4 right)
+               {
+                       return Matrix3x4.Subtract(left, right);
+               }
+
+               public static bool operator ==(Matrix3x4 left, Matrix3x4 right)
+               {
+                       return left.Equals(right);
+               }
+
+               public static bool operator !=(Matrix3x4 left, Matrix3x4 right)
+               {
+                       return !left.Equals(right);
+               }
+
+               #endregion
+
+               #region Overrides
+
+               #region public override string ToString()
+
+               public override string ToString()
+               {
+                       return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
+               }
+
+               #endregion
+
+               #region public override int GetHashCode()
+
+               public override int GetHashCode()
+               {
+                       return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
+               }
+
+               #endregion
+
+               #region public override bool Equals(object obj)
+
+               public override bool Equals(object obj)
+               {
+                       if (!(obj is Matrix3x4))
+                               return false;
+
+                       return this.Equals((Matrix3x4)obj);
+               }
+
+               #endregion
+
+               #endregion
+
+               #endregion
+
+               #region IEquatable<Matrix3x4> Members
+
+               /// <summary>Indicates whether the current matrix is equal to another matrix.</summary>
+               /// <param name="other">An matrix to compare with this matrix.</param>
+               /// <returns>true if the current matrix is equal to the matrix parameter; otherwise, false.</returns>
+               public bool Equals(Matrix3x4 other)
+               {
+                       return
+                               Row0 == other.Row0 &&
+                               Row1 == other.Row1 &&
+                               Row2 == other.Row2;
+               }
+
+               #endregion
+       }
+}
diff --git a/Source/OpenTK/Math/Matrix4x3.cs b/Source/OpenTK/Math/Matrix4x3.cs
new file mode 100644 (file)
index 0000000..d271545
--- /dev/null
@@ -0,0 +1,760 @@
+using System;
+using System.Runtime.InteropServices;
+
+using OpenTK;
+
+namespace TopHat.Mathematics
+{
+       /// <summary>
+       /// Represents a 3x4 Matrix
+       /// </summary>
+       [Serializable]
+       [StructLayout(LayoutKind.Sequential)]
+       public struct Matrix4x3 : IEquatable<Matrix4x3>
+       {
+               #region Fields
+
+               /// <summary>
+               /// Top row of the matrix
+               /// </summary>
+               public Vector3 Row0;
+
+               /// <summary>
+               /// 2nd row of the matrix
+               /// </summary>
+               public Vector3 Row1;
+
+               /// <summary>
+               /// 3rd row of the matrix
+               /// </summary>
+               public Vector3 Row2;
+
+               /// <summary>
+               /// Bottom row of the matrix
+               /// </summary>
+               public Vector3 Row3;
+
+               /// <summary>
+               /// The identity matrix
+               /// </summary>
+               public static Matrix4x3 Identity = new Matrix4x3(Vector3.UnitX, Vector3.UnitY, Vector3.UnitZ, Vector3.Zero);
+
+               #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="row1">Third row of the matrix</param>
+               /// <param name="row3">Bottom row of the matrix</param>
+               public Matrix4x3(Vector3 row0, Vector3 row1, Vector3 row2, Vector3 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="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="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="m30">First 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>
+               public Matrix4x3(
+                       float m00, float m01, float m02,
+                       float m10, float m11, float m12,
+                       float m20, float m21, float m22,
+                       float m30, float m31, float m32)
+               {
+                       Row0 = new Vector3(m00, m01, m02);
+                       Row1 = new Vector3(m10, m11, m12);
+                       Row2 = new Vector3(m20, m21, m22);
+                       Row3 = new Vector3(m30, m31, m32);
+               }
+
+               #endregion
+
+               #region Public Members
+
+               #region Properties
+
+               /// <summary>
+               /// Gets the first column of this matrix.
+               /// </summary>
+               public Vector4 Column0
+               {
+                       get { return new Vector4(Row0.X, Row1.X, Row2.X, Row3.X); }
+               }
+
+               /// <summary>
+               /// Gets the second column of this matrix.
+               /// </summary>
+               public Vector4 Column1
+               {
+                       get { return new Vector4(Row0.Y, Row1.Y, Row2.Y, Row3.Y); }
+               }
+
+               /// <summary>
+               /// Gets the third column of this matrix.
+               /// </summary>
+               public Vector4 Column2
+               {
+                       get { return new Vector4(Row0.Z, Row1.Z, Row2.Z, Row3.Z); }
+               }
+
+               /// <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 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 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 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; } }
+
+               #endregion
+
+               #region Instance
+
+               #region public void Invert()
+
+               public void Invert()
+               {
+                       this = Matrix4x3.Invert(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 Matrix4x3 result)
+               {
+                       axis.Normalize();
+                       float axisX = axis.X, axisY = axis.Y, axisZ = axis.Z;
+
+                       float cos = (float)System.Math.Cos(-angle);
+                       float sin = (float)System.Math.Sin(-angle);
+                       float t = 1.0f - cos;
+
+                       float tXX = t * axisX * axisX,
+                               tXY = t * axisX * axisY,
+                               tXZ = t * axisX * axisZ,
+                               tYY = t * axisY * axisY,
+                               tYZ = t * axisY * axisZ,
+                               tZZ = t * axisZ * axisZ;
+
+                       float sinX = sin * axisX,
+                               sinY = sin * axisY,
+                               sinZ = sin * axisZ;
+
+                       result.Row0.X = tXX + cos;
+                       result.Row0.Y = tXY - sinZ;
+                       result.Row0.Z = tXZ + sinY;
+                       result.Row1.X = tXY + sinZ;
+                       result.Row1.Y = tYY + cos;
+                       result.Row1.Z = tYZ - sinX;
+                       result.Row2.X = tXZ - sinY;
+                       result.Row2.Y = tYZ + sinX;
+                       result.Row2.Z = tZZ + cos;
+                       result.Row3.X = 0;
+                       result.Row3.Y = 0;
+                       result.Row3.Z = 0;
+               }
+
+               /// <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 Matrix4x3 CreateFromAxisAngle(Vector3 axis, float angle)
+               {
+                       Matrix4x3 result;
+                       CreateFromAxisAngle(axis, angle, out result);
+                       return result;
+               }
+
+               #endregion
+
+               #region CreateFromQuaternion
+
+               /// <summary>
+               /// Builds a rotation matrix from a quaternion.
+               /// </summary>
+               /// <param name="q">The quaternion to rotate by.</param>
+               /// <param name="result">A matrix instance.</param>
+               public static void CreateFromQuaternion(ref Quaternion q, out Matrix4x3 result)
+               {
+                       float x = q.X, y = q.Y, z = q.Z, w = q.W,
+                               tx = 2 * x, ty = 2 * y, tz = 2 * z,
+                               txx = tx * x, tyy = ty * y, tzz = tz * z,
+                               txy = tx * y, txz = tx * z, tyz = ty * z,
+                               twx = w * tx, twy = w * ty, twz = w * tz;
+
+                       result.Row0.X = 1f - tyy - tzz;
+                       result.Row0.Y = txy - twz;
+                       result.Row0.Z = txz + twy;
+                       result.Row1.X = txy + twz;
+                       result.Row1.Y = 1f - txx - tzz;
+                       result.Row1.Z = tyz - twx;
+                       result.Row2.X = txz - twy;
+                       result.Row2.Y = tyz + twx;
+                       result.Row2.Z = 1f - txx - tyy;
+                       result.Row3.X = 0;
+                       result.Row3.Y = 0;
+                       result.Row3.Z = 0;
+
+                       /*Vector3 axis;
+                       float angle;
+                       q.ToAxisAngle(out axis, out angle);
+                       CreateFromAxisAngle(axis, angle, out result);*/
+               }
+
+               /// <summary>
+               /// Builds a rotation matrix from a quaternion.
+               /// </summary>
+               /// <param name="q">The quaternion to rotate by.</param>
+               /// <returns>A matrix instance.</returns>
+               public static Matrix4x3 CreateFromQuaternion(Quaternion q)
+               {
+                       Matrix4x3 result;
+                       CreateFromQuaternion(ref q, 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 Matrix4x3 result)
+               {
+                       float cos = (float)System.Math.Cos(angle);
+                       float sin = (float)System.Math.Sin(angle);
+
+                       result = Identity;
+                       result.Row1.Y = cos;
+                       result.Row1.Z = sin;
+                       result.Row2.Y = -sin;
+                       result.Row2.Z = cos;
+               }
+
+               /// <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 Matrix4x3 CreateRotationX(float angle)
+               {
+                       Matrix4x3 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 Matrix4x3 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 Matrix4 instance.</returns>
+               public static Matrix4x3 CreateRotationY(float angle)
+               {
+                       Matrix4x3 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 Matrix4x3 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 Matrix4 instance.</returns>
+               public static Matrix4x3 CreateRotationZ(float angle)
+               {
+                       Matrix4x3 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 Matrix4x3 result)
+               {
+                       result = Identity;
+                       result.Row3.X = x;
+                       result.Row3.Y = y;
+                       result.Row3.Z = z;
+               }
+
+               /// <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 Matrix4x3 result)
+               {
+                       result = Identity;
+                       result.Row3.X = vector.X;
+                       result.Row3.Y = vector.Y;
+                       result.Row3.Z = vector.Z;
+               }
+
+               /// <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 Matrix4x3 CreateTranslation(float x, float y, float z)
+               {
+                       Matrix4x3 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 Matrix4x3 CreateTranslation(Vector3 vector)
+               {
+                       Matrix4x3 result;
+                       CreateTranslation(vector.X, vector.Y, vector.Z, out result);
+                       return result;
+               }
+
+               #endregion
+
+               #region CreateScale
+
+               /// <summary>
+               /// Build a scaling matrix
+               /// </summary>
+               /// <param name="scale">Single scale factor for x,y and z axes</param>
+               /// <returns>A scaling matrix</returns>
+               public static Matrix4x3 CreateScale(float scale)
+               {
+                       return CreateScale(scale, scale, scale);
+               }
+
+               /// <summary>
+               /// Build a scaling matrix
+               /// </summary>
+               /// <param name="scale">Scale factors for x,y and z axes</param>
+               /// <returns>A scaling matrix</returns>
+               public static Matrix4x3 CreateScale(Vector3 scale)
+               {
+                       return CreateScale(scale.X, scale.Y, scale.Z);
+               }
+
+               /// <summary>
+               /// Build a scaling matrix
+               /// </summary>
+               /// <param name="x">Scale factor for x-axis</param>
+               /// <param name="y">Scale factor for y-axis</param>
+               /// <param name="z">Scale factor for z-axis</param>
+               /// <returns>A scaling matrix</returns>
+               public static Matrix4x3 CreateScale(float x, float y, float z)
+               {
+                       Matrix4x3 result = Identity;
+                       result.Row0.X = x;
+                       result.Row1.Y = y;
+                       result.Row2.Z = z;
+                       return result;
+               }
+
+               #endregion
+
+               #region Multiply Functions
+
+               /// <summary>
+               /// Multiplies two instances.
+               /// </summary>
+               /// <param name="left">The left operand of the multiplication.</param>
+               /// <param name="right">The right operand of the multiplication.</param>
+               /// <returns>A new instance that is the result of the multiplication</returns>
+               public static Matrix4 Mult(Matrix4x3 left, Matrix3x4 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 Matrix4x3 left, ref Matrix3x4 right, out Matrix4 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,
+                               lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.Z,
+                               rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
+                               rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W,
+                               rM31 = right.Row2.X, rM32 = right.Row2.Y, rM33 = right.Row2.Z, rM34 = right.Row2.W;
+
+                       result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31);
+                       result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32);
+                       result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33);
+                       result.Row0.W = (lM11 * rM14) + (lM12 * rM24) + (lM13 * rM34);
+                       result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31);
+                       result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32);
+                       result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33);
+                       result.Row1.W = (lM21 * rM14) + (lM22 * rM24) + (lM23 * rM34);
+                       result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31);
+                       result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32);
+                       result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33);
+                       result.Row2.W = (lM31 * rM14) + (lM32 * rM24) + (lM33 * rM34);
+                       result.Row3.X = (lM41 * rM11) + (lM42 * rM21) + (lM43 * rM31);
+                       result.Row3.Y = (lM41 * rM12) + (lM42 * rM22) + (lM43 * rM32);
+                       result.Row3.Z = (lM41 * rM13) + (lM42 * rM23) + (lM43 * rM33);
+                       result.Row3.W = (lM41 * rM14) + (lM42 * rM24) + (lM43 * rM34);
+               }
+
+               public static Matrix4x3 Mult(Matrix4x3 left, Matrix4x3 right)
+               {
+                       Matrix4x3 result;
+                       Mult(ref left, ref right, out result);
+                       return result;
+               }
+
+               public static void Mult(ref Matrix4x3 left, ref Matrix4x3 right, out Matrix4x3 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,
+                               lM41 = left.Row3.X, lM42 = left.Row3.Y, lM43 = left.Row3.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,
+                               rM41 = right.Row3.X, rM42 = right.Row3.Y, rM43 = right.Row3.Z;
+
+                       result.Row0.X = (lM11 * rM11) + (lM12 * rM21) + (lM13 * rM31) + rM41;
+                       result.Row0.Y = (lM11 * rM12) + (lM12 * rM22) + (lM13 * rM32) + rM42;
+                       result.Row0.Z = (lM11 * rM13) + (lM12 * rM23) + (lM13 * rM33) + rM43;
+                       result.Row1.X = (lM21 * rM11) + (lM22 * rM21) + (lM23 * rM31) + rM41;
+                       result.Row1.Y = (lM21 * rM12) + (lM22 * rM22) + (lM23 * rM32) + rM42;
+                       result.Row1.Z = (lM21 * rM13) + (lM22 * rM23) + (lM23 * rM33) + rM43;
+                       result.Row2.X = (lM31 * rM11) + (lM32 * rM21) + (lM33 * rM31) + rM41;
+                       result.Row2.Y = (lM31 * rM12) + (lM32 * rM22) + (lM33 * rM32) + rM42;
+                       result.Row2.Z = (lM31 * rM13) + (lM32 * rM23) + (lM33 * rM33) + rM43;
+                       result.Row3.X = (lM41 * rM11) + (lM42 * rM21) + (lM43 * rM31) + rM41;
+                       result.Row3.Y = (lM41 * rM12) + (lM42 * rM22) + (lM43 * rM32) + rM42;
+                       result.Row3.Z = (lM41 * rM13) + (lM42 * rM23) + (lM43 * rM33) + rM43;
+               }
+
+               public static Matrix4x3 Mult(Matrix4x3 left, float right)
+               {
+                       Matrix4x3 result;
+                       Mult(ref left, right, out result);
+                       return result;
+               }
+
+               public static void Mult(ref Matrix4x3 left, float right, out Matrix4x3 result)
+               {
+                       result.Row0 = left.Row0 * right;
+                       result.Row1 = left.Row1 * right;
+                       result.Row2 = left.Row2 * right;
+                       result.Row3 = left.Row3 * right;
+               }
+
+               #endregion
+
+               #region Add Functions
+
+               public static Matrix4x3 Add(Matrix4x3 left, Matrix4x3 right)
+               {
+                       Matrix4x3 result;
+                       Add(ref left, ref right, out result);
+                       return result;
+               }
+
+               public static void Add(ref Matrix4x3 left, ref Matrix4x3 right, out Matrix4x3 result)
+               {
+                       result.Row0 = left.Row0 + right.Row0;
+                       result.Row1 = left.Row1 + right.Row1;
+                       result.Row2 = left.Row2 + right.Row2;
+                       result.Row3 = left.Row3 + right.Row3;
+               }
+
+               #endregion
+
+               #region Subtract Functions
+
+               public static Matrix4x3 Subtract(Matrix4x3 left, Matrix4x3 right)
+               {
+                       Matrix4x3 result;
+                       Subtract(ref left, ref right, out result);
+                       return result;
+               }
+
+               public static void Subtract(ref Matrix4x3 left, ref Matrix4x3 right, out Matrix4x3 result)
+               {
+                       result.Row0 = left.Row0 - right.Row0;
+                       result.Row1 = left.Row1 - right.Row1;
+                       result.Row2 = left.Row2 - right.Row2;
+                       result.Row3 = left.Row3 - right.Row3;
+               }
+
+               #endregion
+
+               #region Invert Functions
+
+               public static Matrix4x3 Invert(Matrix4x3 mat)
+               {
+                       Matrix4x3 result;
+                       Invert(ref mat, out result);
+                       return result;
+               }
+
+               public static void Invert(ref Matrix4x3 mat, out Matrix4x3 result)
+               {
+                       Matrix3 inverseRotation = new Matrix3(mat.Column0.Xyz, mat.Column1.Xyz, mat.Column2.Xyz);
+                       inverseRotation.Row0 /= inverseRotation.Row0.LengthSquared;
+                       inverseRotation.Row1 /= inverseRotation.Row1.LengthSquared;
+                       inverseRotation.Row2 /= inverseRotation.Row2.LengthSquared;
+
+                       Vector3 translation = mat.Row3;
+
+                       result.Row0 = inverseRotation.Row0;
+                       result.Row1 = inverseRotation.Row1;
+                       result.Row2 = inverseRotation.Row2;
+                       result.Row3 = new Vector3(-Vector3.Dot(inverseRotation.Row0, translation), -Vector3.Dot(inverseRotation.Row1, translation), -Vector3.Dot(inverseRotation.Row2, translation));
+               }
+
+               #endregion
+
+               #region Transpose
+
+               /*public static Matrix3x4 Transpose(Matrix4x3 mat)
+               {
+                       return new Matrix3x4(mat.Column0, mat.Column1, mat.Column2);
+               }
+
+               public static void Transpose(ref Matrix4x3 mat, out Matrix4x3 result)
+               {
+                       result.Row0 = mat.Column0;
+                       result.Row1 = mat.Column1;
+                       result.Row2 = mat.Column2;
+               }*/
+
+               #endregion
+
+               #endregion
+
+               #region Operators
+
+               public static Matrix4 operator *(Matrix4x3 left, Matrix3x4 right)
+               {
+                       return Matrix4x3.Mult(left, right);
+               }
+
+               public static Matrix4x3 operator *(Matrix4x3 left, Matrix4x3 right)
+               {
+                       return Matrix4x3.Mult(left, right);
+               }
+
+               public static Matrix4x3 operator *(Matrix4x3 left, float right)
+               {
+                       return Matrix4x3.Mult(left, right);
+               }
+
+               public static Matrix4x3 operator +(Matrix4x3 left, Matrix4x3 right)
+               {
+                       return Matrix4x3.Add(left, right);
+               }
+
+               public static Matrix4x3 operator -(Matrix4x3 left, Matrix4x3 right)
+               {
+                       return Matrix4x3.Subtract(left, right);
+               }
+
+               public static bool operator ==(Matrix4x3 left, Matrix4x3 right)
+               {
+                       return left.Equals(right);
+               }
+
+               public static bool operator !=(Matrix4x3 left, Matrix4x3 right)
+               {
+                       return !left.Equals(right);
+               }
+
+               #endregion
+
+               #region Overrides
+
+               #region public override string ToString()
+
+               public override string ToString()
+               {
+                       return string.Format("{0}\n{1}\n{2}", Row0, Row1, Row2);
+               }
+
+               #endregion
+
+               #region public override int GetHashCode()
+
+               public override int GetHashCode()
+               {
+                       return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
+               }
+
+               #endregion
+
+               #region public override bool Equals(object obj)
+
+               public override bool Equals(object obj)
+               {
+                       if (!(obj is Matrix4x3))
+                               return false;
+
+                       return this.Equals((Matrix4x3)obj);
+               }
+
+               #endregion
+
+               #endregion
+
+               #endregion
+
+               #region IEquatable<Matrix4x3> 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(Matrix4x3 other)
+               {
+                       return
+                               Row0 == other.Row0 &&
+                               Row1 == other.Row1 &&
+                               Row2 == other.Row2 &&
+                               Row3 == other.Row3;
+               }
+
+               #endregion
+       }
+}
index d7b8a614132e5bff274831b2a1cca75b45848a73..c89bb8f15539be72102321345115f946065a5f22 100644 (file)
@@ -1,4 +1,4 @@
-<?xml version="1.0" encoding="utf-8"?>\r
+<?xml version="1.0" encoding="utf-8"?>\r
 <Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="4.0">\r
   <PropertyGroup>\r
     <ProjectType>Local</ProjectType>\r
     <Compile Include="Input\IKeyboardDriver2.cs" />\r
     <Compile Include="Input\IMouseDriver2.cs" />\r
     <Compile Include="Math\Matrix3.cs" />\r
+    <Compile Include="Math\Matrix3x4.cs" />\r
+    <Compile Include="Math\Matrix4x3.cs" />\r
     <Compile Include="Platform\DisplayDeviceBase.cs" />\r
     <Compile Include="Platform\Windows\WinInputBase.cs" />\r
     <Compile Include="WindowBorder.cs">\r
     </EmbeddedResource>\r
     <Compile Include="Platform\MacOS\HIDInput.cs" />\r
     <Compile Include="IntPtrEqualityComparer.cs" />\r
-       <Compile Include="Input\GamePadButton.cs" />\r
-       <Compile Include="Input\GamePadAxis.cs" />\r
+    <Compile Include="Input\GamePadButton.cs" />\r
+    <Compile Include="Input\GamePadAxis.cs" />\r
   </ItemGroup>\r
   <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />\r
   <PropertyGroup>\r