}
#endregion
-
+
+ #region Add Functions
+
+ public static Matrix3 Add(Matrix3 left, Matrix3 right)
+ {
+ Matrix3 result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Add(ref Matrix3 left, ref Matrix3 right, out Matrix3 result)
+ {
+ Vector3.Add(ref left.Row0, ref right.Row0, out result.Row0);
+ Vector3.Add(ref left.Row1, ref right.Row1, out result.Row1);
+ Vector3.Add(ref left.Row2, ref right.Row2, out result.Row2);
+ }
+
+ #endregion
+
#region Multiply Functions
/// <summary>
}
#endregion
-
+
+ #region Add Functions
+
+ public static Matrix3d Add(Matrix3d left, Matrix3d right)
+ {
+ Matrix3d result;
+ Add(ref left, ref right, out result);
+ return result;
+ }
+
+ public static void Add(ref Matrix3d left, ref Matrix3d right, out Matrix3d result)
+ {
+ Vector3d.Add(ref left.Row0, ref right.Row0, out result.Row0);
+ Vector3d.Add(ref left.Row1, ref right.Row1, out result.Row1);
+ Vector3d.Add(ref left.Row2, ref right.Row2, out result.Row2);
+ }
+
+ #endregion
+
#region Multiply Functions
/// <summary>
#endregion
+ #region CreateFromRotationMatrix
+
+ public static Matrix4 CreateFromRotationMatrix(Matrix3 rotation)
+ {
+ Matrix4 result;
+ CreateFromRotationMatrix(ref rotation, out result);
+ return result;
+ }
+
+ public static void CreateFromRotationMatrix(ref Matrix3 rotation, out Matrix4 result)
+ {
+ result.Row0.X = rotation.Row0.X;
+ result.Row0.Y = rotation.Row0.Y;
+ result.Row0.Z = rotation.Row0.Z;
+ result.Row0.W = 0;
+ result.Row1.X = rotation.Row1.X;
+ result.Row1.Y = rotation.Row1.Y;
+ result.Row1.Z = rotation.Row1.Z;
+ result.Row1.W = 0;
+ result.Row2.X = rotation.Row2.X;
+ result.Row2.Y = rotation.Row2.Y;
+ result.Row2.Z = rotation.Row2.Z;
+ result.Row2.W = 0;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ result.Row3.W = 1;
+ }
+
+ #endregion
+
#region CreateRotation[XYZ]
/// <summary>
#endregion
+ #region CreateFromRotationMatrix
+
+ public static Matrix4d CreateFromRotationMatrix(Matrix3d rotation)
+ {
+ Matrix4d result;
+ CreateFromRotationMatrix(ref rotation, out result);
+ return result;
+ }
+
+ public static void CreateFromRotationMatrix(ref Matrix3d rotation, out Matrix4d result)
+ {
+ result.Row0.X = rotation.Row0.X;
+ result.Row0.Y = rotation.Row0.Y;
+ result.Row0.Z = rotation.Row0.Z;
+ result.Row0.W = 0;
+ result.Row1.X = rotation.Row1.X;
+ result.Row1.Y = rotation.Row1.Y;
+ result.Row1.Z = rotation.Row1.Z;
+ result.Row1.W = 0;
+ result.Row2.X = rotation.Row2.X;
+ result.Row2.Y = rotation.Row2.Y;
+ result.Row2.Z = rotation.Row2.Z;
+ result.Row2.W = 0;
+ result.Row3.X = 0;
+ result.Row3.Y = 0;
+ result.Row3.Z = 0;
+ result.Row3.W = 1;
+ }
+
+ #endregion
+
#region CreateRotation[XYZ]
/// <summary>