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Expose the left-handed matrix creation APIs (#88930)
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src/libraries/System.Numerics.Vectors/ref/System.Numerics.Vectors.cs

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@@ -82,11 +82,19 @@ public partial struct Matrix4x4 : System.IEquatable<System.Numerics.Matrix4x4>
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public static System.Numerics.Matrix4x4 CreateFromQuaternion(System.Numerics.Quaternion quaternion) { throw null; }
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public static System.Numerics.Matrix4x4 CreateFromYawPitchRoll(float yaw, float pitch, float roll) { throw null; }
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public static System.Numerics.Matrix4x4 CreateLookAt(System.Numerics.Vector3 cameraPosition, System.Numerics.Vector3 cameraTarget, System.Numerics.Vector3 cameraUpVector) { throw null; }
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public static System.Numerics.Matrix4x4 CreateLookAtLeftHanded(System.Numerics.Vector3 cameraPosition, System.Numerics.Vector3 cameraTarget, System.Numerics.Vector3 cameraUpVector) { throw null; }
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public static System.Numerics.Matrix4x4 CreateLookTo(System.Numerics.Vector3 cameraPosition, System.Numerics.Vector3 cameraDirection, System.Numerics.Vector3 cameraUpVector) { throw null; }
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public static System.Numerics.Matrix4x4 CreateLookToLeftHanded(System.Numerics.Vector3 cameraPosition, System.Numerics.Vector3 cameraDirection, System.Numerics.Vector3 cameraUpVector) { throw null; }
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public static System.Numerics.Matrix4x4 CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane) { throw null; }
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public static System.Numerics.Matrix4x4 CreateOrthographicLeftHanded(float width, float height, float zNearPlane, float zFarPlane) { throw null; }
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public static System.Numerics.Matrix4x4 CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane) { throw null; }
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public static System.Numerics.Matrix4x4 CreateOrthographicOffCenterLeftHanded(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane) { throw null; }
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public static System.Numerics.Matrix4x4 CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance) { throw null; }
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public static System.Numerics.Matrix4x4 CreatePerspectiveLeftHanded(float width, float height, float nearPlaneDistance, float farPlaneDistance) { throw null; }
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public static System.Numerics.Matrix4x4 CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance) { throw null; }
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public static System.Numerics.Matrix4x4 CreatePerspectiveFieldOfViewLeftHanded(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance) { throw null; }
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public static System.Numerics.Matrix4x4 CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance) { throw null; }
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public static System.Numerics.Matrix4x4 CreatePerspectiveOffCenterLeftHanded(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance) { throw null; }
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public static System.Numerics.Matrix4x4 CreateReflection(System.Numerics.Plane value) { throw null; }
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public static System.Numerics.Matrix4x4 CreateRotationX(float radians) { throw null; }
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public static System.Numerics.Matrix4x4 CreateRotationX(float radians, System.Numerics.Vector3 centerPoint) { throw null; }
@@ -104,6 +112,7 @@ public partial struct Matrix4x4 : System.IEquatable<System.Numerics.Matrix4x4>
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public static System.Numerics.Matrix4x4 CreateTranslation(System.Numerics.Vector3 position) { throw null; }
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public static System.Numerics.Matrix4x4 CreateTranslation(float xPosition, float yPosition, float zPosition) { throw null; }
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public static System.Numerics.Matrix4x4 CreateViewport(float x, float y, float width, float height, float minDepth, float maxDepth) { throw null; }
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public static System.Numerics.Matrix4x4 CreateViewportLeftHanded(float x, float y, float width, float height, float minDepth, float maxDepth) { throw null; }
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public static System.Numerics.Matrix4x4 CreateWorld(System.Numerics.Vector3 position, System.Numerics.Vector3 forward, System.Numerics.Vector3 up) { throw null; }
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public static bool Decompose(System.Numerics.Matrix4x4 matrix, out System.Numerics.Vector3 scale, out System.Numerics.Quaternion rotation, out System.Numerics.Vector3 translation) { throw null; }
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public readonly bool Equals(System.Numerics.Matrix4x4 other) { throw null; }

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