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Small fixup to pending Decompose method.
1 parent 0b61138 commit 43a8130

1 file changed

Lines changed: 3 additions & 3 deletions

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sources/Maths/Maths/Matrix4X4.Ops.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1208,7 +1208,7 @@ private static Vector128<T> Permute(Vector128<T> value, byte control)
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/// <param name="translation">The translation component of the transformation matrix</param>
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/// <returns>True if the source matrix was successfully decomposed; False otherwise.</returns>
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public static bool Decompose<T>(Matrix4X4<T> matrix, out Vector3D<T> scale, out Quaternion<T> rotation, out Vector3D<T> translation)
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where T : INumberBase<T>
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where T : INumber<T>, IRootFunctions<T>, ITrigonometricFunctions<T>
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{
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bool result = true;
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@@ -1385,13 +1385,13 @@ public static bool Decompose<T>(Matrix4X4<T> matrix, out Vector3D<T> scale, out
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if (!(T.CreateTruncating(DecomposeEpsilon) >= det))
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{
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// Non-SRT matrix encountered
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rotation = Legacy.Quaternion<T>.Identity;
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rotation = Quaternion<T>.Identity;
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result = false;
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}
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else
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{
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// generate the quaternion from the matrix
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rotation = Legacy.Quaternion<T>.CreateFromRotationMatrix(matTemp);
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rotation = Quaternion<T>.CreateFromRotationMatrix(matTemp);
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}
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}
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}

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