public SourceMatrix3x4 InverseTR() { SourceMatrix3x4 _out = new SourceMatrix3x4(); InverseTR(ref _out); return(_out); }
//void TransformPlane( const cplane_t &inPlane, cplane_t &outPlane ) const; //void TransformPlaneByInverse( const cplane_t &inPlane, cplane_t &outPlane ) const; //float GetOrthogonalityError() const; //float GetDeterminant()const; //float GetSylvestersCriterion()const; // for symmetrical matrices only: should be >0 iff it's a positive definite matrix //SourceVector GetColumn(MatrixAxisType_t nColumn) const; //void SetColumn( const Vector &vColumn, MatrixAxisType_t nColumn); //SourceVector GetForward() const { return GetColumn(FORWARD_AXIS ); } // SourceVector GetLeft() const { return GetColumn(LEFT_AXIS ); } // SourceVector GetUp() const { return GetColumn(UP_AXIS ); } // SourceVector GetRow(int nRow) const { return * (Vector*) (m_flMatVal[nRow]); } // void SetRow(int nRow, const Vector &vRow ) { m_flMatVal[nRow][0] = vRow.x; m_flMatVal[nRow][1] = vRow.y; m_flMatVal[nRow][2] = vRow.z; } public void InverseTR(ref SourceMatrix3x4 _out) { MathUtils.MatrixInvert(this, ref _out); }