#ifndef _GEOMETRY_MATRIX3X2_H_ #define _GEOMETRY_MATRIX3X2_H_ #include "vector2.h" #include "vector3.h" #include "matrixes.h" // =================== Reset ==================== // static inline void bg_fp32_matrix3x2_reset(BgFP32Matrix3x2* matrix) { matrix->r1c1 = 0.0f; matrix->r1c2 = 0.0f; matrix->r1c3 = 0.0f; matrix->r2c1 = 0.0f; matrix->r2c2 = 0.0f; matrix->r2c3 = 0.0f; } static inline void bg_fp64_matrix3x2_reset(BgFP64Matrix3x2* matrix) { matrix->r1c1 = 0.0; matrix->r1c2 = 0.0; matrix->r1c3 = 0.0; matrix->r2c1 = 0.0; matrix->r2c2 = 0.0; matrix->r2c3 = 0.0; } // ============= Set from twin type ============= // static inline void bg_fp32_matrix3x2_set_from_fp64(const BgFP64Matrix3x2* from, BgFP32Matrix3x2* to) { to->r1c1 = (float) from->r1c1; to->r1c2 = (float) from->r1c2; to->r1c3 = (float) from->r1c3; to->r2c1 = (float) from->r2c1; to->r2c2 = (float) from->r2c2; to->r2c3 = (float) from->r2c3; } static inline void bg_fp64_matrix3x2_set_from_fp32(const BgFP32Matrix3x2* from, BgFP64Matrix3x2* to) { to->r1c1 = from->r1c1; to->r1c2 = from->r1c2; to->r1c3 = from->r1c3; to->r2c1 = from->r2c1; to->r2c2 = from->r2c2; to->r2c3 = from->r2c3; } // =============== Set transposed =============== // static inline void bg_fp32_matrix3x2_set_transposed(const BgFP32Matrix2x3* from, BgFP32Matrix3x2* to) { to->r1c1 = from->r1c1; to->r1c2 = from->r2c1; to->r1c3 = from->r3c1; to->r2c1 = from->r1c2; to->r2c2 = from->r2c2; to->r2c3 = from->r3c2; } static inline void bg_fp64_matrix3x2_set_transposed(const BgFP64Matrix2x3* from, BgFP64Matrix3x2* to) { to->r1c1 = from->r1c1; to->r1c2 = from->r2c1; to->r1c3 = from->r3c1; to->r2c1 = from->r1c2; to->r2c2 = from->r2c2; to->r2c3 = from->r3c2; } // =============== Set transposed =============== // static inline void bg_fp32_matrix3x2_set_transposed_fp64(const BgFP64Matrix2x3* from, BgFP32Matrix3x2* to) { to->r1c1 = (float) from->r1c1; to->r1c2 = (float) from->r2c1; to->r1c3 = (float) from->r3c1; to->r2c1 = (float) from->r1c2; to->r2c2 = (float) from->r2c2; to->r2c3 = (float) from->r3c2; } static inline void bg_fp64_matrix3x2_set_transposed_fp32(const BgFP32Matrix2x3* from, BgFP64Matrix3x2* to) { to->r1c1 = from->r1c1; to->r1c2 = from->r2c1; to->r1c3 = from->r3c1; to->r2c1 = from->r1c2; to->r2c2 = from->r2c2; to->r2c3 = from->r3c2; } // ================= Set Row 1 ================== // static inline void bg_fp32_matrix3x2_set_row1(const float c1, const float c2, const float c3, BgFP32Matrix3x2* matrix) { matrix->r1c1 = c1; matrix->r1c2 = c2; matrix->r1c3 = c3; } static inline void bg_fp64_matrix3x2_set_row1(const double c1, const double c2, const double c3, BgFP64Matrix3x2* matrix) { matrix->r1c1 = c1; matrix->r1c2 = c2; matrix->r1c3 = c3; } // ================= Set Row 2 ================== // static inline void bg_fp32_matrix3x2_set_row2(const float c1, const float c2, const float c3, BgFP32Matrix3x2* matrix) { matrix->r2c1 = c1; matrix->r2c2 = c2; matrix->r2c3 = c3; } static inline void bg_fp64_matrix3x2_set_row2(const double c1, const double c2, const double c3, BgFP64Matrix3x2* matrix) { matrix->r2c1 = c1; matrix->r2c2 = c2; matrix->r2c3 = c3; } // ================ Set Column 1 ================ // static inline void bg_fp32_matrix3x2_set_column1(const float r1, const float r2, BgFP32Matrix3x2* matrix) { matrix->r1c1 = r1; matrix->r2c1 = r2; } static inline void bg_fp64_matrix3x2_set_column1(const double r1, const double r2, BgFP64Matrix3x2* matrix) { matrix->r1c1 = r1; matrix->r2c1 = r2; } // ================ Set Column 2 ================ // static inline void bg_fp32_matrix3x2_set_column2(const float r1, const float r2, BgFP32Matrix3x2* matrix) { matrix->r1c2 = r1; matrix->r2c2 = r2; } static inline void bg_fp64_matrix3x2_set_column2(const double r1, const double r2, BgFP64Matrix3x2* matrix) { matrix->r1c2 = r1; matrix->r2c2 = r2; } // ================ Set Column 3 ================ // static inline void bg_fp32_matrix3x2_set_column3(const float r1, const float r2, BgFP32Matrix3x2* matrix) { matrix->r1c3 = r1; matrix->r2c3 = r2; } static inline void bg_fp64_matrix3x2_set_column3(const double r1, const double r2, BgFP64Matrix3x2* matrix) { matrix->r1c3 = r1; matrix->r2c3 = r2; } // ================ Append scaled =============== // static inline void bg_fp32_matrix3x2_append_scaled(BgFP32Matrix3x2* basic_vector, const BgFP32Matrix3x2* scalable_vector, const float scale) { basic_vector->r1c1 += scalable_vector->r1c1 * scale; basic_vector->r1c2 += scalable_vector->r1c2 * scale; basic_vector->r1c3 += scalable_vector->r1c3 * scale; basic_vector->r2c1 += scalable_vector->r2c1 * scale; basic_vector->r2c2 += scalable_vector->r2c2 * scale; basic_vector->r2c3 += scalable_vector->r2c3 * scale; } static inline void bg_fp64_matrix3x2_append_scaled(BgFP64Matrix3x2* basic_vector, const BgFP64Matrix3x2* scalable_vector, const double scale) { basic_vector->r1c1 += scalable_vector->r1c1 * scale; basic_vector->r1c2 += scalable_vector->r1c2 * scale; basic_vector->r1c3 += scalable_vector->r1c3 * scale; basic_vector->r2c1 += scalable_vector->r2c1 * scale; basic_vector->r2c2 += scalable_vector->r2c2 * scale; basic_vector->r2c3 += scalable_vector->r2c3 * scale; } // ================== Addition ================== // static inline void bg_fp32_matrix3x2_add(const BgFP32Matrix3x2* matrix1, const BgFP32Matrix3x2* matrix2, BgFP32Matrix3x2* sum) { sum->r1c1 = matrix1->r1c1 + matrix2->r1c1; sum->r1c2 = matrix1->r1c2 + matrix2->r1c2; sum->r1c3 = matrix1->r1c3 + matrix2->r1c3; sum->r2c1 = matrix1->r2c1 + matrix2->r2c1; sum->r2c2 = matrix1->r2c2 + matrix2->r2c2; sum->r2c3 = matrix1->r2c3 + matrix2->r2c3; } static inline void bg_fp64_matrix3x2_add(const BgFP64Matrix3x2* matrix1, const BgFP64Matrix3x2* matrix2, BgFP64Matrix3x2* sum) { sum->r1c1 = matrix1->r1c1 + matrix2->r1c1; sum->r1c2 = matrix1->r1c2 + matrix2->r1c2; sum->r1c3 = matrix1->r1c3 + matrix2->r1c3; sum->r2c1 = matrix1->r2c1 + matrix2->r2c1; sum->r2c2 = matrix1->r2c2 + matrix2->r2c2; sum->r2c3 = matrix1->r2c3 + matrix2->r2c3; } // ================ Subtraction ================= // static inline void bg_fp32_matrix3x2_subtract(const BgFP32Matrix3x2* minuend, const BgFP32Matrix3x2* subtrahend, BgFP32Matrix3x2* difference) { difference->r1c1 = minuend->r1c1 - subtrahend->r1c1; difference->r1c2 = minuend->r1c2 - subtrahend->r1c2; difference->r1c3 = minuend->r1c3 - subtrahend->r1c3; difference->r2c1 = minuend->r2c1 - subtrahend->r2c1; difference->r2c2 = minuend->r2c2 - subtrahend->r2c2; difference->r2c3 = minuend->r2c3 - subtrahend->r2c3; } static inline void bg_fp64_matrix3x2_subtract(const BgFP64Matrix3x2* minuend, const BgFP64Matrix3x2* subtrahend, BgFP64Matrix3x2* difference) { difference->r1c1 = minuend->r1c1 - subtrahend->r1c1; difference->r1c2 = minuend->r1c2 - subtrahend->r1c2; difference->r1c3 = minuend->r1c3 - subtrahend->r1c3; difference->r2c1 = minuend->r2c1 - subtrahend->r2c1; difference->r2c2 = minuend->r2c2 - subtrahend->r2c2; difference->r2c3 = minuend->r2c3 - subtrahend->r2c3; } // =============== Multiplication =============== // static inline void bg_fp32_matrix3x2_multiply(const BgFP32Matrix3x2* multiplicand, const float multiplier, BgFP32Matrix3x2* product) { product->r1c1 = multiplicand->r1c1 * multiplier; product->r1c2 = multiplicand->r1c2 * multiplier; product->r1c3 = multiplicand->r1c3 * multiplier; product->r2c1 = multiplicand->r2c1 * multiplier; product->r2c2 = multiplicand->r2c2 * multiplier; product->r2c3 = multiplicand->r2c3 * multiplier; } static inline void bg_fp64_matrix3x2_multiply(const BgFP64Matrix3x2* multiplicand, const double multiplier, BgFP64Matrix3x2* product) { product->r1c1 = multiplicand->r1c1 * multiplier; product->r1c2 = multiplicand->r1c2 * multiplier; product->r1c3 = multiplicand->r1c3 * multiplier; product->r2c1 = multiplicand->r2c1 * multiplier; product->r2c2 = multiplicand->r2c2 * multiplier; product->r2c3 = multiplicand->r2c3 * multiplier; } // ================== Division ================== // static inline void bg_fp32_matrix3x2_divide(const BgFP32Matrix3x2* dividend, const float divisor, BgFP32Matrix3x2* quotient) { bg_fp32_matrix3x2_multiply(dividend, 1.0f / divisor, quotient); } static inline void bg_fp64_matrix3x2_divide(const BgFP64Matrix3x2* dividend, const double divisor, BgFP64Matrix3x2* quotient) { bg_fp64_matrix3x2_multiply(dividend, 1.0 / divisor, quotient); } // ============ Left Vector Product ============= // static inline void bg_fp32_matrix3x2_left_product(const BgFP32Vector2* vector, const BgFP32Matrix3x2* matrix, BgFP32Vector3* result) { result->x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1; result->x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2; result->x3 = vector->x1 * matrix->r1c3 + vector->x2 * matrix->r2c3; } static inline void bg_fp64_matrix3x2_left_product(const BgFP64Vector2* vector, const BgFP64Matrix3x2* matrix, BgFP64Vector3* result) { result->x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1; result->x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2; result->x3 = vector->x1 * matrix->r1c3 + vector->x2 * matrix->r2c3; } // ============ Right Vector Product ============ // static inline void bg_fp32_matrix3x2_right_product(const BgFP32Matrix3x2* matrix, const BgFP32Vector3* vector, BgFP32Vector2* result) { result->x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2 + matrix->r1c3 * vector->x3; result->x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2 + matrix->r2c3 * vector->x3; } static inline void bg_fp64_matrix3x2_right_product(const BgFP64Matrix3x2* matrix, const BgFP64Vector3* vector, BgFP64Vector2* result) { result->x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2 + matrix->r1c3 * vector->x3; result->x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2 + matrix->r2c3 * vector->x3; } #endif