791 {
792 Plane plane2 = Plane.Normalize(plane);
793 float num = plane2.Normal.X * lightDirection.X + plane2.Normal.Y * lightDirection.Y + plane2.Normal.Z * lightDirection.Z;
794 float num2 = 0f - plane2.Normal.X;
795 float num3 = 0f - plane2.Normal.Y;
796 float num4 = 0f - plane2.Normal.Z;
797 float num5 = 0f - plane2.D;
799 identity.M11 = num2 * lightDirection.X + num;
800 identity.M21 = num3 * lightDirection.X;
801 identity.M31 = num4 * lightDirection.X;
802 identity.M41 = num5 * lightDirection.X;
803 identity.M12 = num2 * lightDirection.Y;
804 identity.M22 = num3 * lightDirection.Y + num;
805 identity.M32 = num4 * lightDirection.Y;
806 identity.M42 = num5 * lightDirection.Y;
807 identity.M13 = num2 * lightDirection.Z;
808 identity.M23 = num3 * lightDirection.Z;
809 identity.M33 = num4 * lightDirection.Z + num;
810 identity.M43 = num5 * lightDirection.Z;
811 identity.M44 = num;
812 return identity;
813 }
Matrix4x4(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)
static Matrix4x4 Identity