bgc-c/basic-geometry/matrix2x3.h

372 lines
11 KiB
C

#ifndef _GEOMETRY_MATRIX2X3_H_
#define _GEOMETRY_MATRIX2X3_H_
#include "vector2.h"
#include "vector3.h"
#include "matrixes.h"
// =================== Reset ==================== //
static inline void bg_fp32_matrix2x3_reset(BgFP32Matrix2x3* matrix)
{
matrix->r1c1 = 0.0f;
matrix->r1c2 = 0.0f;
matrix->r2c1 = 0.0f;
matrix->r2c2 = 0.0f;
matrix->r3c1 = 0.0f;
matrix->r3c2 = 0.0f;
}
static inline void bg_fp64_matrix2x3_reset(BgFP64Matrix2x3* matrix)
{
matrix->r1c1 = 0.0;
matrix->r1c2 = 0.0;
matrix->r2c1 = 0.0;
matrix->r2c2 = 0.0;
matrix->r3c1 = 0.0;
matrix->r3c2 = 0.0;
}
// ==================== Copy ==================== //
static inline void bg_fp32_matrix2x3_copy(const BgFP32Matrix2x3* from, BgFP32Matrix2x3* to)
{
to->r1c1 = from->r1c1;
to->r1c2 = from->r1c2;
to->r2c1 = from->r2c1;
to->r2c2 = from->r2c2;
to->r3c1 = from->r3c1;
to->r3c2 = from->r3c2;
}
static inline void bg_fp64_matrix2x3_copy(const BgFP64Matrix2x3* from, BgFP64Matrix2x3* to)
{
to->r1c1 = from->r1c1;
to->r1c2 = from->r1c2;
to->r2c1 = from->r2c1;
to->r2c2 = from->r2c2;
to->r3c1 = from->r3c1;
to->r3c2 = from->r3c2;
}
// ============= Copy to twin type ============== //
static inline void bg_fp32_matrix2x3_set_from_fp64(const BgFP64Matrix2x3* from, BgFP32Matrix2x3* to)
{
to->r1c1 = (float) from->r1c1;
to->r1c2 = (float) from->r1c2;
to->r2c1 = (float) from->r2c1;
to->r2c2 = (float) from->r2c2;
to->r3c1 = (float) from->r3c1;
to->r3c2 = (float) from->r3c2;
}
static inline void bg_fp64_matrix2x3_set_from_fp32(const BgFP32Matrix2x3* from, BgFP64Matrix2x3* to)
{
to->r1c1 = from->r1c1;
to->r1c2 = from->r1c2;
to->r2c1 = from->r2c1;
to->r2c2 = from->r2c2;
to->r3c1 = from->r3c1;
to->r3c2 = from->r3c2;
}
// =============== Set transposed =============== //
static inline void bg_fp32_matrix2x3_set_transposed(const BgFP32Matrix3x2* from, BgFP32Matrix2x3* to)
{
to->r1c1 = from->r1c1;
to->r1c2 = from->r2c1;
to->r2c1 = from->r1c2;
to->r2c2 = from->r2c2;
to->r3c1 = from->r1c3;
to->r3c2 = from->r2c3;
}
static inline void bg_fp64_matrix2x3_set_transposed(const BgFP64Matrix3x2* from, BgFP64Matrix2x3* to)
{
to->r1c1 = from->r1c1;
to->r1c2 = from->r2c1;
to->r2c1 = from->r1c2;
to->r2c2 = from->r2c2;
to->r3c1 = from->r1c3;
to->r3c2 = from->r2c3;
}
// =============== Set transposed =============== //
static inline void bg_fp32_matrix2x3_set_transposed_fp64(const BgFP64Matrix3x2* from, BgFP32Matrix2x3* to)
{
to->r1c1 = (float) from->r1c1;
to->r1c2 = (float) from->r2c1;
to->r2c1 = (float) from->r1c2;
to->r2c2 = (float) from->r2c2;
to->r3c1 = (float) from->r1c3;
to->r3c2 = (float) from->r2c3;
}
static inline void bg_fp64_matrix2x3_set_transposed_fp32(const BgFP32Matrix3x2* from, BgFP64Matrix2x3* to)
{
to->r1c1 = from->r1c1;
to->r1c2 = from->r2c1;
to->r2c1 = from->r1c2;
to->r2c2 = from->r2c2;
to->r3c1 = from->r1c3;
to->r3c2 = from->r2c3;
}
// ================= Set Row 1 ================== //
static inline void bg_fp32_matrix2x3_set_row1(const float c1, const float c2, BgFP32Matrix2x3* matrix)
{
matrix->r1c1 = c1;
matrix->r1c2 = c2;
}
static inline void bg_fp64_matrix2x3_set_row1(const double c1, const double c2, BgFP64Matrix2x3* matrix)
{
matrix->r1c1 = c1;
matrix->r1c2 = c2;
}
// ================= Set Row 2 ================== //
static inline void bg_fp32_matrix2x3_set_row2(const float c1, const float c2, BgFP32Matrix2x3* matrix)
{
matrix->r2c1 = c1;
matrix->r2c2 = c2;
}
static inline void bg_fp64_matrix2x3_set_row2(const double c1, const double c2, BgFP64Matrix2x3* matrix)
{
matrix->r2c1 = c1;
matrix->r2c2 = c2;
}
// ================= Set Row 3 ================== //
static inline void bg_fp32_matrix2x3_set_row3(const float c1, const float c2, BgFP32Matrix2x3* matrix)
{
matrix->r3c1 = c1;
matrix->r3c2 = c2;
}
static inline void bg_fp64_matrix2x3_set_row3(const double c1, const double c2, BgFP64Matrix2x3* matrix)
{
matrix->r3c1 = c1;
matrix->r3c2 = c2;
}
// ================ Set Column 1 ================ //
static inline void bg_fp32_matrix2x3_set_column1(const float r1, const float r2, const float r3, BgFP32Matrix2x3* matrix)
{
matrix->r1c1 = r1;
matrix->r2c1 = r2;
matrix->r3c1 = r3;
}
static inline void bg_fp64_matrix2x3_set_column1(const double r1, const double r2, const double r3, BgFP64Matrix2x3* matrix)
{
matrix->r1c1 = r1;
matrix->r2c1 = r2;
matrix->r3c1 = r3;
}
// ================ Set Column 2 ================ //
static inline void bg_fp32_matrix2x3_set_column2(const float r1, const float r2, const float r3, BgFP32Matrix2x3* matrix)
{
matrix->r1c2 = r1;
matrix->r2c2 = r2;
matrix->r3c2 = r3;
}
static inline void bg_fp64_matrix2x3_set_column2(const double r1, const double r2, const double r3, BgFP64Matrix2x3* matrix)
{
matrix->r1c2 = r1;
matrix->r2c2 = r2;
matrix->r3c2 = r3;
}
// ================ Append scaled =============== //
static inline void bg_fp32_matrix2x3_append_scaled(BgFP32Matrix2x3* basic_vector, const BgFP32Matrix2x3* scalable_vector, const float scale)
{
basic_vector->r1c1 += scalable_vector->r1c1 * scale;
basic_vector->r1c2 += scalable_vector->r1c2 * scale;
basic_vector->r2c1 += scalable_vector->r2c1 * scale;
basic_vector->r2c2 += scalable_vector->r2c2 * scale;
basic_vector->r3c1 += scalable_vector->r3c1 * scale;
basic_vector->r3c2 += scalable_vector->r3c2 * scale;
}
static inline void bg_fp64_matrix2x3_append_scaled(BgFP64Matrix2x3* basic_vector, const BgFP64Matrix2x3* scalable_vector, const double scale)
{
basic_vector->r1c1 += scalable_vector->r1c1 * scale;
basic_vector->r1c2 += scalable_vector->r1c2 * scale;
basic_vector->r2c1 += scalable_vector->r2c1 * scale;
basic_vector->r2c2 += scalable_vector->r2c2 * scale;
basic_vector->r3c1 += scalable_vector->r3c1 * scale;
basic_vector->r3c2 += scalable_vector->r3c2 * scale;
}
// ================== Addition ================== //
static inline void bg_fp32_matrix2x3_add(const BgFP32Matrix2x3* matrix1, const BgFP32Matrix2x3* matrix2, BgFP32Matrix2x3* sum)
{
sum->r1c1 = matrix1->r1c1 + matrix2->r1c1;
sum->r1c2 = matrix1->r1c2 + matrix2->r1c2;
sum->r2c1 = matrix1->r2c1 + matrix2->r2c1;
sum->r2c2 = matrix1->r2c2 + matrix2->r2c2;
sum->r3c1 = matrix1->r3c1 + matrix2->r3c1;
sum->r3c2 = matrix1->r3c2 + matrix2->r3c2;
}
static inline void bg_fp64_matrix2x3_add(const BgFP64Matrix2x3* matrix1, const BgFP64Matrix2x3* matrix2, BgFP64Matrix2x3* sum)
{
sum->r1c1 = matrix1->r1c1 + matrix2->r1c1;
sum->r1c2 = matrix1->r1c2 + matrix2->r1c2;
sum->r2c1 = matrix1->r2c1 + matrix2->r2c1;
sum->r2c2 = matrix1->r2c2 + matrix2->r2c2;
sum->r3c1 = matrix1->r3c1 + matrix2->r3c1;
sum->r3c2 = matrix1->r3c2 + matrix2->r3c2;
}
// ================ Subtraction ================= //
static inline void bg_fp32_matrix2x3_subtract(const BgFP32Matrix2x3* minuend, const BgFP32Matrix2x3* subtrahend, BgFP32Matrix2x3* difference)
{
difference->r1c1 = minuend->r1c1 - subtrahend->r1c1;
difference->r1c2 = minuend->r1c2 - subtrahend->r1c2;
difference->r2c1 = minuend->r2c1 - subtrahend->r2c1;
difference->r2c2 = minuend->r2c2 - subtrahend->r2c2;
difference->r3c1 = minuend->r3c1 - subtrahend->r3c1;
difference->r3c2 = minuend->r3c2 - subtrahend->r3c2;
}
static inline void bg_fp64_matrix2x3_subtract(const BgFP64Matrix2x3* minuend, const BgFP64Matrix2x3* subtrahend, BgFP64Matrix2x3* difference)
{
difference->r1c1 = minuend->r1c1 - subtrahend->r1c1;
difference->r1c2 = minuend->r1c2 - subtrahend->r1c2;
difference->r2c1 = minuend->r2c1 - subtrahend->r2c1;
difference->r2c2 = minuend->r2c2 - subtrahend->r2c2;
difference->r3c1 = minuend->r3c1 - subtrahend->r3c1;
difference->r3c2 = minuend->r3c2 - subtrahend->r3c2;
}
// =============== Multiplication =============== //
static inline void bg_fp32_matrix2x3_multiply(const BgFP32Matrix2x3* multiplicand, const float multiplier, BgFP32Matrix2x3* product)
{
product->r1c1 = multiplicand->r1c1 * multiplier;
product->r1c2 = multiplicand->r1c2 * multiplier;
product->r2c1 = multiplicand->r2c1 * multiplier;
product->r2c2 = multiplicand->r2c2 * multiplier;
product->r3c1 = multiplicand->r3c1 * multiplier;
product->r3c2 = multiplicand->r3c2 * multiplier;
}
static inline void bg_fp64_matrix2x3_multiply(const BgFP64Matrix2x3* multiplicand, const double multiplier, BgFP64Matrix2x3* product)
{
product->r1c1 = multiplicand->r1c1 * multiplier;
product->r1c2 = multiplicand->r1c2 * multiplier;
product->r2c1 = multiplicand->r2c1 * multiplier;
product->r2c2 = multiplicand->r2c2 * multiplier;
product->r3c1 = multiplicand->r3c1 * multiplier;
product->r3c2 = multiplicand->r3c2 * multiplier;
}
// ================== Division ================== //
static inline void bg_fp32_matrix2x3_divide(const BgFP32Matrix2x3* dividend, const float divisor, BgFP32Matrix2x3* quotient)
{
quotient->r1c1 = dividend->r1c1 / divisor;
quotient->r1c2 = dividend->r1c2 / divisor;
quotient->r2c1 = dividend->r2c1 / divisor;
quotient->r2c2 = dividend->r2c2 / divisor;
quotient->r3c1 = dividend->r3c1 / divisor;
quotient->r3c2 = dividend->r3c2 / divisor;
}
static inline void bg_fp64_matrix2x3_divide(const BgFP64Matrix2x3* dividend, const double divisor, BgFP64Matrix2x3* quotient)
{
quotient->r1c1 = dividend->r1c1 / divisor;
quotient->r1c2 = dividend->r1c2 / divisor;
quotient->r2c1 = dividend->r2c1 / divisor;
quotient->r2c2 = dividend->r2c2 / divisor;
quotient->r3c1 = dividend->r3c1 / divisor;
quotient->r3c2 = dividend->r3c2 / divisor;
}
// ============ Left Vector Product ============= //
static inline void bg_fp32_matrix2x3_left_product(const BgFP32Vector3* vector, const BgFP32Matrix2x3* matrix, BgFP32Vector2* result)
{
result->x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1 + vector->x3 * matrix->r3c1;
result->x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2 + vector->x3 * matrix->r3c2;
}
static inline void bg_fp64_matrix2x3_left_product(const BgFP64Vector3* vector, const BgFP64Matrix2x3* matrix, BgFP64Vector2* result)
{
result->x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1 + vector->x3 * matrix->r3c1;
result->x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2 + vector->x3 * matrix->r3c2;
}
// ============ Right Vector Product ============ //
static inline void bg_fp32_matrix2x3_right_product(const BgFP32Matrix2x3* matrix, const BgFP32Vector2* vector, BgFP32Vector3* result)
{
result->x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2;
result->x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2;
result->x3 = matrix->r3c1 * vector->x1 + matrix->r3c2 * vector->x2;
}
static inline void bg_fp64_matrix2x3_right_product(const BgFP64Matrix2x3* matrix, const BgFP64Vector2* vector, BgFP64Vector3* result)
{
result->x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2;
result->x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2;
result->x3 = matrix->r3c1 * vector->x1 + matrix->r3c2 * vector->x2;
}
#endif