bgc-c/basic-geometry/matrix2x2.h

396 lines
12 KiB
C

#ifndef _GEOMETRY_MATRIX2X2_H_
#define _GEOMETRY_MATRIX2X2_H_
#include "angle.h"
#include "vector2.h"
#include "matrixes.h"
// =================== Reset ==================== //
static inline void bg_fp32_matrix2x2_reset(BgFP32Matrix2x2* matrix)
{
matrix->r1c1 = 0.0f;
matrix->r1c2 = 0.0f;
matrix->r2c1 = 0.0f;
matrix->r2c2 = 0.0f;
}
static inline void bg_fp64_matrix2x2_reset(BgFP64Matrix2x2* matrix)
{
matrix->r1c1 = 0.0;
matrix->r1c2 = 0.0;
matrix->r2c1 = 0.0;
matrix->r2c2 = 0.0;
}
// ================== Identity ================== //
static inline void bg_fp32_matrix2x2_set_to_identity(BgFP32Matrix2x2* matrix)
{
matrix->r1c1 = 1.0f;
matrix->r1c2 = 0.0f;
matrix->r2c1 = 0.0f;
matrix->r2c2 = 1.0f;
}
static inline void bg_fp64_matrix2x2_set_to_identity(BgFP64Matrix2x2* matrix)
{
matrix->r1c1 = 1.0;
matrix->r1c2 = 0.0;
matrix->r2c1 = 0.0;
matrix->r2c2 = 1.0;
}
// ================ Make Diagonal =============== //
static inline void bg_fp32_matrix2x2_set_to_diagonal(const float d1, const float d2, BgFP32Matrix2x2* matrix)
{
matrix->r1c1 = d1;
matrix->r1c2 = 0.0f;
matrix->r2c1 = 0.0f;
matrix->r2c2 = d2;
}
static inline void bg_fp64_matrix2x2_set_to_diagonal(const double d1, const double d2, BgFP64Matrix2x2* matrix)
{
matrix->r1c1 = d1;
matrix->r1c2 = 0.0;
matrix->r2c1 = 0.0;
matrix->r2c2 = d2;
}
// ============== Rotation Matrix =============== //
static inline void bg_fp32_matrix2x2_make_turn(const float angle, const angle_unit_t unit, BgFP32Matrix2x2* matrix)
{
const float radians = bg_fp32_angle_to_radians(angle, unit);
const float cosine = cosf(radians);
const float sine = sinf(radians);
matrix->r1c1 = cosine;
matrix->r1c2 = -sine;
matrix->r2c1 = sine;
matrix->r2c2 = cosine;
}
static inline void bg_fp64_matrix2x2_make_turn(const double angle, const angle_unit_t unit, BgFP64Matrix2x2* matrix)
{
const double radians = bg_fp64_angle_to_radians(angle, unit);
const double cosine = cos(radians);
const double sine = sin(radians);
matrix->r1c1 = cosine;
matrix->r1c2 = -sine;
matrix->r2c1 = sine;
matrix->r2c2 = cosine;
}
// ==================== Copy ==================== //
static inline void bg_fp32_matrix2x2_copy(const BgFP32Matrix2x2* from, BgFP32Matrix2x2* to)
{
to->r1c1 = from->r1c1;
to->r1c2 = from->r1c2;
to->r2c1 = from->r2c1;
to->r2c2 = from->r2c2;
}
static inline void bg_fp64_matrix2x2_copy(const BgFP64Matrix2x2* from, BgFP64Matrix2x2* to)
{
to->r1c1 = from->r1c1;
to->r1c2 = from->r1c2;
to->r2c1 = from->r2c1;
to->r2c2 = from->r2c2;
}
// ============= Copy to twin type ============== //
static inline void bg_fp32_matrix2x2_set_from_fp64(const BgFP64Matrix2x2* from, BgFP32Matrix2x2* to)
{
to->r1c1 = (float)from->r1c1;
to->r1c2 = (float)from->r1c2;
to->r2c1 = (float)from->r2c1;
to->r2c2 = (float)from->r2c2;
}
static inline void bg_fp64_matrix2x2_set_from_fp32(const BgFP32Matrix2x2* from, BgFP64Matrix2x2* to)
{
to->r1c1 = from->r1c1;
to->r1c2 = from->r1c2;
to->r2c1 = from->r2c1;
to->r2c2 = from->r2c2;
}
// ================ Determinant ================= //
static inline float bg_fp32_matrix2x2_get_determinant(const BgFP32Matrix2x2* matrix)
{
return matrix->r1c1 * matrix->r2c2 - matrix->r1c2 * matrix->r2c1;
}
static inline double bg_fp64_matrix2x2_get_determinant(const BgFP64Matrix2x2* matrix)
{
return matrix->r1c1 * matrix->r2c2 - matrix->r1c2 * matrix->r2c1;
}
// ================== Singular ================== //
static inline int bg_fp32_matrix2x2_is_singular(const BgFP32Matrix2x2* matrix)
{
const float determinant = bg_fp32_matrix2x2_get_determinant(matrix);
return -BG_FP32_EPSYLON <= determinant && determinant <= BG_FP32_EPSYLON;
}
static inline int bg_fp64_matrix2x2_is_singular(const BgFP64Matrix2x2* matrix)
{
const double determinant = bg_fp64_matrix2x2_get_determinant(matrix);
return -BG_FP64_EPSYLON <= determinant && determinant <= BG_FP64_EPSYLON;
}
// =============== Transposition ================ //
static inline void bg_fp32_matrix2x2_transpose(BgFP32Matrix2x2* matrix)
{
const float tmp = matrix->r1c2;
matrix->r1c2 = matrix->r2c1;
matrix->r2c1 = tmp;
}
static inline void bg_fp64_matrix2x2_transpose(BgFP64Matrix2x2* matrix)
{
const double tmp = matrix->r1c2;
matrix->r1c2 = matrix->r2c1;
matrix->r2c1 = tmp;
}
// ================= Inversion ================== //
int bg_fp32_matrix2x2_invert(BgFP32Matrix2x2* matrix);
int bg_fp64_matrix2x2_invert(BgFP64Matrix2x2* matrix);
// =============== Set Transposed =============== //
static inline void bg_fp32_matrix2x2_set_transposed(const BgFP32Matrix2x2* from, BgFP32Matrix2x2* to)
{
float tmp = from->r1c2;
to->r1c1 = from->r1c1;
to->r1c2 = from->r2c1;
to->r2c1 = tmp;
to->r2c2 = from->r2c2;
}
static inline void bg_fp64_matrix2x2_set_transposed(const BgFP64Matrix2x2* from, BgFP64Matrix2x2* to)
{
double tmp = from->r1c2;
to->r1c1 = from->r1c1;
to->r1c2 = from->r2c1;
to->r2c1 = tmp;
to->r2c2 = from->r2c2;
}
// ================ Set Inverted ================ //
int bg_fp32_matrix2x2_set_inverted(const BgFP32Matrix2x2* from, BgFP32Matrix2x2* to);
int bg_fp64_matrix2x2_set_inverted(const BgFP64Matrix2x2* from, BgFP64Matrix2x2* to);
// ================= Set Row 1 ================== //
static inline void bg_fp32_matrix2x2_set_row1(const float c1, const float c2, BgFP32Matrix2x2* matrix)
{
matrix->r1c1 = c1;
matrix->r1c2 = c2;
}
static inline void bg_fp64_matrix2x2_set_row1(const double c1, const double c2, BgFP64Matrix2x2* matrix)
{
matrix->r1c1 = c1;
matrix->r1c2 = c2;
}
// ================= Set Row 2 ================== //
static inline void bg_fp32_matrix2x2_set_row2(const float c1, const float c2, BgFP32Matrix2x2* matrix)
{
matrix->r2c1 = c1;
matrix->r2c2 = c2;
}
static inline void bg_fp64_matrix2x2_set_row2(const double c1, const double c2, BgFP64Matrix2x2* matrix)
{
matrix->r2c1 = c1;
matrix->r2c2 = c2;
}
// ================ Set Column 1 ================ //
static inline void bg_fp32_matrix2x2_set_column1(const float r1, const float r2, BgFP32Matrix2x2* matrix)
{
matrix->r1c1 = r1;
matrix->r2c1 = r2;
}
static inline void bg_fp64_matrix2x2_set_column1(const double r1, const double r2, BgFP64Matrix2x2* matrix)
{
matrix->r1c1 = r1;
matrix->r2c1 = r2;
}
// ================ Set Column 2 ================ //
static inline void bg_fp32_matrix2x2_set_column2(const float r1, const float r2, BgFP32Matrix2x2* matrix)
{
matrix->r1c2 = r1;
matrix->r2c2 = r2;
}
static inline void bg_fp64_matrix2x2_set_column2(const double r1, const double r2, BgFP64Matrix2x2* matrix)
{
matrix->r1c2 = r1;
matrix->r2c2 = r2;
}
// ================ Append scaled =============== //
static inline void bg_fp32_matrix2x2_append_scaled(BgFP32Matrix2x2* basic_vector, const BgFP32Matrix2x2* 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;
}
static inline void bg_fp64_matrix2x2_append_scaled(BgFP64Matrix2x2* basic_vector, const BgFP64Matrix2x2* 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;
}
// ================== Addition ================== //
static inline void bg_fp32_matrix2x2_add(const BgFP32Matrix2x2* matrix1, const BgFP32Matrix2x2* matrix2, BgFP32Matrix2x2* 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;
}
static inline void bg_fp64_matrix2x2_add(const BgFP64Matrix2x2* matrix1, const BgFP64Matrix2x2* matrix2, BgFP64Matrix2x2* 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;
}
// ================ Subtraction ================= //
static inline void bg_fp32_matrix2x2_subtract(const BgFP32Matrix2x2* minuend, const BgFP32Matrix2x2* subtrahend, BgFP32Matrix2x2* 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;
}
static inline void bg_fp64_matrix2x2_subtract(const BgFP64Matrix2x2* minuend, const BgFP64Matrix2x2* subtrahend, BgFP64Matrix2x2* 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;
}
// =============== Multiplication =============== //
static inline void bg_fp32_matrix2x2_multiply(const BgFP32Matrix2x2* multiplicand, const float multiplier, BgFP32Matrix2x2* product)
{
product->r1c1 = multiplicand->r1c1 * multiplier;
product->r1c2 = multiplicand->r1c2 * multiplier;
product->r2c1 = multiplicand->r2c1 * multiplier;
product->r2c2 = multiplicand->r2c2 * multiplier;
}
static inline void bg_fp64_matrix2x2_multiply(const BgFP64Matrix2x2* multiplicand, const double multiplier, BgFP64Matrix2x2* product)
{
product->r1c1 = multiplicand->r1c1 * multiplier;
product->r1c2 = multiplicand->r1c2 * multiplier;
product->r2c1 = multiplicand->r2c1 * multiplier;
product->r2c2 = multiplicand->r2c2 * multiplier;
}
// ================== Division ================== //
static inline void bg_fp32_matrix2x2_divide(const BgFP32Matrix2x2* dividend, const float divisor, BgFP32Matrix2x2* quotient)
{
bg_fp32_matrix2x2_multiply(dividend, 1.0f / divisor, quotient);
}
static inline void bg_fp64_matrix2x2_divide(const BgFP64Matrix2x2* dividend, const double divisor, BgFP64Matrix2x2* quotient)
{
bg_fp64_matrix2x2_multiply(dividend, 1.0 / divisor, quotient);
}
// ============ Left Vector Product ============= //
static inline void bg_fp32_matrix2x2_left_product(const BgFP32Vector2* vector, const BgFP32Matrix2x2* matrix, BgFP32Vector2* result)
{
const float x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1;
const float x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2;
result->x1 = x1;
result->x2 = x2;
}
static inline void bg_fp64_matrix2x2_left_product(const BgFP64Vector2* vector, const BgFP64Matrix2x2* matrix, BgFP64Vector2* result)
{
const double x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1;
const double x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2;
result->x1 = x1;
result->x2 = x2;
}
// ============ Right Vector Product ============ //
static inline void bg_fp32_matrix2x2_right_product(const BgFP32Matrix2x2* matrix, const BgFP32Vector2* vector, BgFP32Vector2* result)
{
const float x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2;
const float x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2;
result->x1 = x1;
result->x2 = x2;
}
static inline void bg_fp64_matrix2x2_right_product(const BgFP64Matrix2x2* matrix, const BgFP64Vector2* vector, BgFP64Vector2* result)
{
const double x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2;
const double x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2;
result->x1 = x1;
result->x2 = x2;
}
#endif