/// Copyright (c) 2021 Iiro Iivanainen, Harri Linna, Jere Pakkanen, Riikka Vilavaara /// /// Permission is hereby granted, free of charge, to any person obtaining /// a copy of this software and associated documentation files (the /// "Software"), to deal in the Software without restriction, including /// without limitation the rights to use, copy, modify, merge, publish, /// distribute, sublicense, and/or sell copies of the Software, and to /// permit persons to whom the Software is furnished to do so, subject to /// the following conditions: /// /// The above copyright notice and this permission notice shall be included /// in all copies or substantial portions of the Software. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, /// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF /// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. /// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY /// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, /// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE /// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. using System; using System.Numerics; namespace WPFOpenGL { public static class MathHelper { public static Vector3 RotateX(Vector3 direction, float radians) { return new Vector3( direction.X, direction.Y * MathF.Cos(radians) - direction.Z * MathF.Sin(radians), direction.Y * MathF.Sin(radians) + direction.Z * MathF.Cos(radians)); } public static Vector3 RotateY(Vector3 direction, float radians) { return new Vector3( direction.X * MathF.Cos(radians) + direction.Z * MathF.Sin(radians), direction.Y, -direction.X * MathF.Sin(radians) + direction.Z * MathF.Cos(radians)); } public static Vector3 RotateZ(Vector3 direction, float radians) { return new Vector3( direction.X * MathF.Cos(radians) - direction.Y * MathF.Sin(radians), direction.X * MathF.Sin(radians) + direction.Y * MathF.Cos(radians), direction.Z ); } public static float DegreesToRadians(float degrees) { return degrees * (MathF.PI / 180f); } public static float RadiansToDegrees(float radians) { return radians * (180f / MathF.PI); } } }