bgc-c/basic-geometry/matrix3x2.h

516 lines
18 KiB
C

#ifndef _BGC_MATRIX3X2_H_
#define _BGC_MATRIX3X2_H_
#include "vector2.h"
#include "vector3.h"
#include "matrices.h"
// =================== Reset ==================== //
inline void bgc_fp32_matrix3x2_reset(BGC_FP32_Matrix3x2* matrix)
{
matrix->row1_col1 = 0.0f;
matrix->row1_col2 = 0.0f;
matrix->row1_col3 = 0.0f;
matrix->row2_col1 = 0.0f;
matrix->row2_col2 = 0.0f;
matrix->row2_col3 = 0.0f;
}
inline void bgc_fp64_matrix3x2_reset(BGC_FP64_Matrix3x2* matrix)
{
matrix->row1_col1 = 0.0;
matrix->row1_col2 = 0.0;
matrix->row1_col3 = 0.0;
matrix->row2_col1 = 0.0;
matrix->row2_col2 = 0.0;
matrix->row2_col3 = 0.0;
}
// ==================== Copy ==================== //
inline void bgc_fp32_matrix3x2_copy(BGC_FP32_Matrix3x2* destination, const BGC_FP32_Matrix3x2* source)
{
destination->row1_col1 = source->row1_col1;
destination->row1_col2 = source->row1_col2;
destination->row1_col3 = source->row1_col3;
destination->row2_col1 = source->row2_col1;
destination->row2_col2 = source->row2_col2;
destination->row2_col3 = source->row2_col3;
}
inline void bgc_fp64_matrix3x2_copy(BGC_FP64_Matrix3x2* destination, const BGC_FP64_Matrix3x2* source)
{
destination->row1_col1 = source->row1_col1;
destination->row1_col2 = source->row1_col2;
destination->row1_col3 = source->row1_col3;
destination->row2_col1 = source->row2_col1;
destination->row2_col2 = source->row2_col2;
destination->row2_col3 = source->row2_col3;
}
// ==================== Swap ==================== //
inline void bgc_fp32_matrix3x2_swap(BGC_FP32_Matrix3x2* matrix1, BGC_FP32_Matrix3x2* matrix2)
{
const float row1_col1 = matrix2->row1_col1;
const float row1_col2 = matrix2->row1_col2;
const float row1_col3 = matrix2->row1_col3;
const float row2_col1 = matrix2->row2_col1;
const float row2_col2 = matrix2->row2_col2;
const float row2_col3 = matrix2->row2_col3;
matrix2->row1_col1 = matrix1->row1_col1;
matrix2->row1_col2 = matrix1->row1_col2;
matrix2->row1_col3 = matrix1->row1_col3;
matrix2->row2_col1 = matrix1->row2_col1;
matrix2->row2_col2 = matrix1->row2_col2;
matrix2->row2_col3 = matrix1->row2_col3;
matrix1->row1_col1 = row1_col1;
matrix1->row1_col2 = row1_col2;
matrix1->row1_col3 = row1_col3;
matrix1->row2_col1 = row2_col1;
matrix1->row2_col2 = row2_col2;
matrix1->row2_col3 = row2_col3;
}
inline void bgc_fp64_matrix3x2_swap(BGC_FP64_Matrix3x2* matrix1, BGC_FP64_Matrix3x2* matrix2)
{
const double row1_col1 = matrix2->row1_col1;
const double row1_col2 = matrix2->row1_col2;
const double row1_col3 = matrix2->row1_col3;
const double row2_col1 = matrix2->row2_col1;
const double row2_col2 = matrix2->row2_col2;
const double row2_col3 = matrix2->row2_col3;
matrix2->row1_col1 = matrix1->row1_col1;
matrix2->row1_col2 = matrix1->row1_col2;
matrix2->row1_col3 = matrix1->row1_col3;
matrix2->row2_col1 = matrix1->row2_col1;
matrix2->row2_col2 = matrix1->row2_col2;
matrix2->row2_col3 = matrix1->row2_col3;
matrix1->row1_col1 = row1_col1;
matrix1->row1_col2 = row1_col2;
matrix1->row1_col3 = row1_col3;
matrix1->row2_col1 = row2_col1;
matrix1->row2_col2 = row2_col2;
matrix1->row2_col3 = row2_col3;
}
// ================== Convert =================== //
inline void bgc_fp64_matrix3x2_convert_to_fp32(BGC_FP32_Matrix3x2* destination, const BGC_FP64_Matrix3x2* source)
{
destination->row1_col1 = (float)source->row1_col1;
destination->row1_col2 = (float)source->row1_col2;
destination->row1_col3 = (float)source->row1_col3;
destination->row2_col1 = (float)source->row2_col1;
destination->row2_col2 = (float)source->row2_col2;
destination->row2_col3 = (float)source->row2_col3;
}
inline void bgc_fp32_matrix3x2_convert_to_fp64(BGC_FP64_Matrix3x2* destination, const BGC_FP32_Matrix3x2* source)
{
destination->row1_col1 = source->row1_col1;
destination->row1_col2 = source->row1_col2;
destination->row1_col3 = source->row1_col3;
destination->row2_col1 = source->row2_col1;
destination->row2_col2 = source->row2_col2;
destination->row2_col3 = source->row2_col3;
}
// ================= Transpose ================== //
inline void bgc_fp32_matrix3x2_get_transposed(BGC_FP32_Matrix3x2* transposed, const BGC_FP32_Matrix2x3* matrix)
{
transposed->row1_col1 = matrix->row1_col1;
transposed->row1_col2 = matrix->row2_col1;
transposed->row1_col3 = matrix->row3_col1;
transposed->row2_col1 = matrix->row1_col2;
transposed->row2_col2 = matrix->row2_col2;
transposed->row2_col3 = matrix->row3_col2;
}
inline void bgc_fp64_matrix3x2_get_transposed(BGC_FP64_Matrix3x2* transposed, const BGC_FP64_Matrix2x3* matrix)
{
transposed->row1_col1 = matrix->row1_col1;
transposed->row1_col2 = matrix->row2_col1;
transposed->row1_col3 = matrix->row3_col1;
transposed->row2_col1 = matrix->row1_col2;
transposed->row2_col2 = matrix->row2_col2;
transposed->row2_col3 = matrix->row3_col2;
}
// ================== Get Row =================== //
inline void bgc_fp32_matrix3x2_get_row(BGC_FP32_Vector3* row, const BGC_FP32_Matrix3x2* matrix, const int row_number)
{
if (row_number == 1)
{
row->x1 = matrix->row1_col1;
row->x2 = matrix->row1_col2;
row->x3 = matrix->row1_col3;
return;
}
if (row_number == 2)
{
row->x1 = matrix->row2_col1;
row->x2 = matrix->row2_col2;
row->x3 = matrix->row2_col3;
return;
}
row->x1 = 0.0f;
row->x2 = 0.0f;
row->x3 = 0.0f;
}
inline void bgc_fp64_matrix3x2_get_row(BGC_FP64_Vector3* row, const BGC_FP64_Matrix3x2* matrix, const int row_number)
{
if (row_number == 1)
{
row->x1 = matrix->row1_col1;
row->x2 = matrix->row1_col2;
row->x3 = matrix->row1_col3;
return;
}
if (row_number == 2)
{
row->x1 = matrix->row2_col1;
row->x2 = matrix->row2_col2;
row->x3 = matrix->row2_col3;
return;
}
row->x1 = 0.0f;
row->x2 = 0.0f;
row->x3 = 0.0f;
}
// ================== Set Row =================== //
inline void bgc_fp32_matrix3x2_set_row(BGC_FP32_Matrix3x2* matrix, const int row_number, const BGC_FP32_Vector3* row)
{
if (row_number == 1)
{
matrix->row1_col1 = row->x1;
matrix->row1_col2 = row->x2;
matrix->row1_col3 = row->x3;
return;
}
if (row_number == 2)
{
matrix->row2_col1 = row->x1;
matrix->row2_col2 = row->x2;
matrix->row2_col3 = row->x3;
}
}
inline void bgc_fp64_matrix3x2_set_row(BGC_FP64_Matrix3x2* matrix, const int row_number, const BGC_FP64_Vector3* row)
{
if (row_number == 1)
{
matrix->row1_col1 = row->x1;
matrix->row1_col2 = row->x2;
matrix->row1_col3 = row->x3;
return;
}
if (row_number == 2)
{
matrix->row2_col1 = row->x1;
matrix->row2_col2 = row->x2;
matrix->row2_col3 = row->x3;
}
}
// ================= Get Column ================= //
inline void bgc_fp32_matrix3x2_get_column(BGC_FP32_Vector2* column, const BGC_FP32_Matrix3x2* matrix, const int column_number)
{
if (column_number == 1)
{
column->x1 = matrix->row1_col1;
column->x2 = matrix->row2_col1;
return;
}
if (column_number == 2)
{
column->x1 = matrix->row1_col2;
column->x2 = matrix->row2_col2;
return;
}
if (column_number == 3)
{
column->x1 = matrix->row1_col3;
column->x2 = matrix->row2_col3;
return;
}
column->x1 = 0.0f;
column->x2 = 0.0f;
}
inline void bgc_fp64_matrix3x2_get_column(BGC_FP64_Vector2* column, const BGC_FP64_Matrix3x2* matrix, const int column_number)
{
if (column_number == 1)
{
column->x1 = matrix->row1_col1;
column->x2 = matrix->row2_col1;
return;
}
if (column_number == 2)
{
column->x1 = matrix->row1_col2;
column->x2 = matrix->row2_col2;
return;
}
if (column_number == 3)
{
column->x1 = matrix->row1_col3;
column->x2 = matrix->row2_col3;
return;
}
column->x1 = 0.0;
column->x2 = 0.0;
}
// ================= Set Column ================= //
inline void bgc_fp32_matrix3x2_set_column(BGC_FP32_Matrix3x2* matrix, const int column_number, const BGC_FP32_Vector2* column)
{
if (column_number == 1)
{
matrix->row1_col1 = column->x1;
matrix->row2_col1 = column->x2;
return;
}
if (column_number == 2)
{
matrix->row1_col2 = column->x1;
matrix->row2_col2 = column->x2;
return;
}
if (column_number == 3)
{
matrix->row1_col3 = column->x1;
matrix->row2_col3 = column->x2;
}
}
inline void bgc_fp64_matrix3x2_set_column(BGC_FP64_Matrix3x2* matrix, const int column_number, const BGC_FP64_Vector2* column)
{
if (column_number == 1)
{
matrix->row1_col1 = column->x1;
matrix->row2_col1 = column->x2;
return;
}
if (column_number == 2)
{
matrix->row1_col2 = column->x1;
matrix->row2_col2 = column->x2;
return;
}
if (column_number == 3)
{
matrix->row1_col3 = column->x1;
matrix->row2_col3 = column->x2;
}
}
// ==================== Add ===================== //
inline void bgc_fp32_matrix3x2_add(BGC_FP32_Matrix3x2* sum, const BGC_FP32_Matrix3x2* matrix1, const BGC_FP32_Matrix3x2* matrix2)
{
sum->row1_col1 = matrix1->row1_col1 + matrix2->row1_col1;
sum->row1_col2 = matrix1->row1_col2 + matrix2->row1_col2;
sum->row1_col3 = matrix1->row1_col3 + matrix2->row1_col3;
sum->row2_col1 = matrix1->row2_col1 + matrix2->row2_col1;
sum->row2_col2 = matrix1->row2_col2 + matrix2->row2_col2;
sum->row2_col3 = matrix1->row2_col3 + matrix2->row2_col3;
}
inline void bgc_fp64_matrix3x2_add(BGC_FP64_Matrix3x2* sum, const BGC_FP64_Matrix3x2* matrix1, const BGC_FP64_Matrix3x2* matrix2)
{
sum->row1_col1 = matrix1->row1_col1 + matrix2->row1_col1;
sum->row1_col2 = matrix1->row1_col2 + matrix2->row1_col2;
sum->row1_col3 = matrix1->row1_col3 + matrix2->row1_col3;
sum->row2_col1 = matrix1->row2_col1 + matrix2->row2_col1;
sum->row2_col2 = matrix1->row2_col2 + matrix2->row2_col2;
sum->row2_col3 = matrix1->row2_col3 + matrix2->row2_col3;
}
// ================= Add scaled ================= //
inline void bgc_fp32_matrix3x2_add_scaled(BGC_FP32_Matrix3x2* sum, const BGC_FP32_Matrix3x2* basic_matrix, const BGC_FP32_Matrix3x2* scalable_matrix, const float scale)
{
sum->row1_col1 = basic_matrix->row1_col1 + scalable_matrix->row1_col1 * scale;
sum->row1_col2 = basic_matrix->row1_col2 + scalable_matrix->row1_col2 * scale;
sum->row1_col3 = basic_matrix->row1_col3 + scalable_matrix->row1_col3 * scale;
sum->row2_col1 = basic_matrix->row2_col1 + scalable_matrix->row2_col1 * scale;
sum->row2_col2 = basic_matrix->row2_col2 + scalable_matrix->row2_col2 * scale;
sum->row2_col3 = basic_matrix->row2_col3 + scalable_matrix->row2_col3 * scale;
}
inline void bgc_fp64_matrix3x2_add_scaled(BGC_FP64_Matrix3x2* sum, const BGC_FP64_Matrix3x2* basic_matrix, const BGC_FP64_Matrix3x2* scalable_matrix, const double scale)
{
sum->row1_col1 = basic_matrix->row1_col1 + scalable_matrix->row1_col1 * scale;
sum->row1_col2 = basic_matrix->row1_col2 + scalable_matrix->row1_col2 * scale;
sum->row1_col3 = basic_matrix->row1_col3 + scalable_matrix->row1_col3 * scale;
sum->row2_col1 = basic_matrix->row2_col1 + scalable_matrix->row2_col1 * scale;
sum->row2_col2 = basic_matrix->row2_col2 + scalable_matrix->row2_col2 * scale;
sum->row2_col3 = basic_matrix->row2_col3 + scalable_matrix->row2_col3 * scale;
}
// ================== Subtract ================== //
inline void bgc_fp32_matrix3x2_subtract(BGC_FP32_Matrix3x2* difference, const BGC_FP32_Matrix3x2* minuend, const BGC_FP32_Matrix3x2* subtrahend)
{
difference->row1_col1 = minuend->row1_col1 - subtrahend->row1_col1;
difference->row1_col2 = minuend->row1_col2 - subtrahend->row1_col2;
difference->row1_col3 = minuend->row1_col3 - subtrahend->row1_col3;
difference->row2_col1 = minuend->row2_col1 - subtrahend->row2_col1;
difference->row2_col2 = minuend->row2_col2 - subtrahend->row2_col2;
difference->row2_col3 = minuend->row2_col3 - subtrahend->row2_col3;
}
inline void bgc_fp64_matrix3x2_subtract(BGC_FP64_Matrix3x2* difference, const BGC_FP64_Matrix3x2* minuend, const BGC_FP64_Matrix3x2* subtrahend)
{
difference->row1_col1 = minuend->row1_col1 - subtrahend->row1_col1;
difference->row1_col2 = minuend->row1_col2 - subtrahend->row1_col2;
difference->row1_col3 = minuend->row1_col3 - subtrahend->row1_col3;
difference->row2_col1 = minuend->row2_col1 - subtrahend->row2_col1;
difference->row2_col2 = minuend->row2_col2 - subtrahend->row2_col2;
difference->row2_col3 = minuend->row2_col3 - subtrahend->row2_col3;
}
// ================== Multiply ================== //
inline void bgc_fp32_matrix3x2_multiply(BGC_FP32_Matrix3x2* product, const BGC_FP32_Matrix3x2* multiplicand, const float multiplier)
{
product->row1_col1 = multiplicand->row1_col1 * multiplier;
product->row1_col2 = multiplicand->row1_col2 * multiplier;
product->row1_col3 = multiplicand->row1_col3 * multiplier;
product->row2_col1 = multiplicand->row2_col1 * multiplier;
product->row2_col2 = multiplicand->row2_col2 * multiplier;
product->row2_col3 = multiplicand->row2_col3 * multiplier;
}
inline void bgc_fp64_matrix3x2_multiply(BGC_FP64_Matrix3x2* product, const BGC_FP64_Matrix3x2* multiplicand, const double multiplier)
{
product->row1_col1 = multiplicand->row1_col1 * multiplier;
product->row1_col2 = multiplicand->row1_col2 * multiplier;
product->row1_col3 = multiplicand->row1_col3 * multiplier;
product->row2_col1 = multiplicand->row2_col1 * multiplier;
product->row2_col2 = multiplicand->row2_col2 * multiplier;
product->row2_col3 = multiplicand->row2_col3 * multiplier;
}
// =================== Divide =================== //
inline void bgc_fp32_matrix3x2_divide(BGC_FP32_Matrix3x2* quotient, const BGC_FP32_Matrix3x2* dividend, const float divisor)
{
bgc_fp32_matrix3x2_multiply(quotient, dividend, 1.0f / divisor);
}
inline void bgc_fp64_matrix3x2_divide(BGC_FP64_Matrix3x2* quotient, const BGC_FP64_Matrix3x2* dividend, const double divisor)
{
bgc_fp64_matrix3x2_multiply(quotient, dividend, 1.0 / divisor);
}
// ================ Interpolate ================= //
inline void bgc_fp32_matrix3x2_interpolate(BGC_FP32_Matrix3x2* interpolation, const BGC_FP32_Matrix3x2* first, const BGC_FP32_Matrix3x2* second, const float phase)
{
const float couter_phase = 1.0f - phase;
interpolation->row1_col1 = first->row1_col1 * couter_phase + second->row1_col1 * phase;
interpolation->row1_col2 = first->row1_col2 * couter_phase + second->row1_col2 * phase;
interpolation->row1_col3 = first->row1_col3 * couter_phase + second->row1_col3 * phase;
interpolation->row2_col1 = first->row2_col1 * couter_phase + second->row2_col1 * phase;
interpolation->row2_col2 = first->row2_col2 * couter_phase + second->row2_col2 * phase;
interpolation->row2_col3 = first->row2_col3 * couter_phase + second->row2_col3 * phase;
}
inline void bgc_fp64_matrix3x2_interpolate(BGC_FP64_Matrix3x2* interpolation, const BGC_FP64_Matrix3x2* first, const BGC_FP64_Matrix3x2* second, const double phase)
{
const double couter_phase = 1.0 - phase;
interpolation->row1_col1 = first->row1_col1 * couter_phase + second->row1_col1 * phase;
interpolation->row1_col2 = first->row1_col2 * couter_phase + second->row1_col2 * phase;
interpolation->row1_col3 = first->row1_col3 * couter_phase + second->row1_col3 * phase;
interpolation->row2_col1 = first->row2_col1 * couter_phase + second->row2_col1 * phase;
interpolation->row2_col2 = first->row2_col2 * couter_phase + second->row2_col2 * phase;
interpolation->row2_col3 = first->row2_col3 * couter_phase + second->row2_col3 * phase;
}
// ============ Left Vector Product ============= //
inline void bgc_fp32_multiply_vector2_by_matrix3x2(BGC_FP32_Vector3* product, const BGC_FP32_Vector2* vector, const BGC_FP32_Matrix3x2* matrix)
{
product->x1 = vector->x1 * matrix->row1_col1 + vector->x2 * matrix->row2_col1;
product->x2 = vector->x1 * matrix->row1_col2 + vector->x2 * matrix->row2_col2;
product->x3 = vector->x1 * matrix->row1_col3 + vector->x2 * matrix->row2_col3;
}
inline void bgc_fp64_multiply_vector2_by_matrix3x2(BGC_FP64_Vector3* product, const BGC_FP64_Vector2* vector, const BGC_FP64_Matrix3x2* matrix)
{
product->x1 = vector->x1 * matrix->row1_col1 + vector->x2 * matrix->row2_col1;
product->x2 = vector->x1 * matrix->row1_col2 + vector->x2 * matrix->row2_col2;
product->x3 = vector->x1 * matrix->row1_col3 + vector->x2 * matrix->row2_col3;
}
// ============ Right Vector Product ============ //
inline void bgc_fp32_multiply_matrix3x2_by_vector3(BGC_FP32_Vector2* product, const BGC_FP32_Matrix3x2* matrix, const BGC_FP32_Vector3* vector)
{
product->x1 = matrix->row1_col1 * vector->x1 + matrix->row1_col2 * vector->x2 + matrix->row1_col3 * vector->x3;
product->x2 = matrix->row2_col1 * vector->x1 + matrix->row2_col2 * vector->x2 + matrix->row2_col3 * vector->x3;
}
inline void bgc_fp64_multiply_matrix3x2_by_vector3(BGC_FP64_Vector2* product, const BGC_FP64_Matrix3x2* matrix, const BGC_FP64_Vector3* vector)
{
product->x1 = matrix->row1_col1 * vector->x1 + matrix->row1_col2 * vector->x2 + matrix->row1_col3 * vector->x3;
product->x2 = matrix->row2_col1 * vector->x1 + matrix->row2_col2 * vector->x2 + matrix->row2_col3 * vector->x3;
}
#endif