Базовая версия библиотеки. Версия 0.2.0-dev
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6
.gitignore
vendored
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6
.gitignore
vendored
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@ -0,0 +1,6 @@
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.vs
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.vscode
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bin
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obj
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Debug
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Release
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37
Geometry.Net.sln
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37
Geometry.Net.sln
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@ -0,0 +1,37 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.0.31903.59
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Geometry", "Geometry\Geometry.csproj", "{D1869DF0-7B61-4B6F-8C66-6EEF3916FE0A}"
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EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "GeometryDev", "GeometryDev\GeometryDev.csproj", "{3D09FF57-02E6-449D-9DE7-0843633FCBA0}"
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EndProject
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||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "GeometryTest", "GeometryTest\GeometryTest.csproj", "{51A07B27-43FF-4A12-AEC1-50D32EDA3815}"
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EndProject
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||||
Global
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||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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||||
Debug|Any CPU = Debug|Any CPU
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||||
Release|Any CPU = Release|Any CPU
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EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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||||
{D1869DF0-7B61-4B6F-8C66-6EEF3916FE0A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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||||
{D1869DF0-7B61-4B6F-8C66-6EEF3916FE0A}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{D1869DF0-7B61-4B6F-8C66-6EEF3916FE0A}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{D1869DF0-7B61-4B6F-8C66-6EEF3916FE0A}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{3D09FF57-02E6-449D-9DE7-0843633FCBA0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{3D09FF57-02E6-449D-9DE7-0843633FCBA0}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{3D09FF57-02E6-449D-9DE7-0843633FCBA0}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{3D09FF57-02E6-449D-9DE7-0843633FCBA0}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{51A07B27-43FF-4A12-AEC1-50D32EDA3815}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{51A07B27-43FF-4A12-AEC1-50D32EDA3815}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{51A07B27-43FF-4A12-AEC1-50D32EDA3815}.Release|Any CPU.ActiveCfg = Release|Any CPU
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||||
{51A07B27-43FF-4A12-AEC1-50D32EDA3815}.Release|Any CPU.Build.0 = Release|Any CPU
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||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {040DE977-0DDC-4EEA-8EBC-CBCA41289BBE}
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EndGlobalSection
|
||||
EndGlobal
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||||
48
Geometry/Angle.cs
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48
Geometry/Angle.cs
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/*
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* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
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||||
*/
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||||
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/*
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* Author: Andrey Pokidov
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* Date: 1 Feb 2019
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*/
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namespace Geometry
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{
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public enum AngleUnit
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{
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RADIANS = 1,
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DEGREES = 2,
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TURNS = 3,
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}
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public enum AngleRange
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{
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/// <summary>
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/// The measure of an angle with a range of:
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/// [0, 360) degrees, [0, 2xPI) radians, [0, 1) turns, [0, 400) gradians
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/// </summary>
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UNSIGNED_RANGE = 1,
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/// <summary>
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/// The measure of an angle with a range of:
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/// (-180, 180] degrees, (-PI, PI] radians, (-0.5, 0.5] turns, (-200, 200] gradians
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/// </summary>
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SIGNED_RANGE = 2
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}
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}
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305
Geometry/DPAngle.cs
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305
Geometry/DPAngle.cs
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@ -0,0 +1,305 @@
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/*
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* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
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* http://www.apache.org/licenses/LICENSE-2.0
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||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
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* limitations under the License.
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||||
*/
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using System;
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/*
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* Author: Andrey Pokidov
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* Date: 1 Feb 2019
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*/
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namespace Geometry
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{
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public static class DPAngle
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{
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public const double PI = 3.14159265358979324;
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public const double TWO_PI = 6.28318530717958648;
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public const double HALF_OF_PI = 1.57079632679489662;
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public const double THIRD_OF_PI = 1.04719755119659775;
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public const double FOURTH_OF_PI = 0.78539816339744831;
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public const double SIXTH_OF_PI = 0.523598775598298873;
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public const double DEGREES_IN_RADIAN = 57.2957795130823209;
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public const double TURNS_IN_RADIAN = 0.159154943091895336;
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public const double RADIANS_IN_DEGREE = 1.74532925199432958E-2;
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public const double TURNS_IN_DEGREE = 2.77777777777777778E-3;
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public static double RadiansToDegrees(double radians)
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{
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return radians * DEGREES_IN_RADIAN;
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}
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public static double RadiansToTurns(double radians)
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{
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return radians * TURNS_IN_RADIAN;
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}
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public static double DegreesToRadians(double degrees)
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{
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return degrees * RADIANS_IN_DEGREE;
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}
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public static double DegreesToTurns(double degrees)
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{
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return degrees * TURNS_IN_DEGREE;
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}
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public static double TurnsToRadians(double turns)
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{
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return turns * TWO_PI;
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}
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public static double TurnsToDegrees(double turns)
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{
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return turns * 360.0;
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}
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public static double ConvertFromRadians(double radians, AngleUnit toUnit)
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{
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if (toUnit == AngleUnit.DEGREES)
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{
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return radians * DEGREES_IN_RADIAN;
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}
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if (toUnit == AngleUnit.TURNS)
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{
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return radians * TURNS_IN_RADIAN;
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}
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return radians;
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}
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public static double ConvertFromDegrees(double degrees, AngleUnit toUnit)
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{
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if (toUnit == AngleUnit.RADIANS)
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{
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return degrees * RADIANS_IN_DEGREE;
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}
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if (toUnit == AngleUnit.TURNS)
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{
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return degrees * TURNS_IN_DEGREE;
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}
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return degrees;
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}
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public static double ConvertFromTurns(double turns, AngleUnit toUnit)
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{
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if (toUnit == AngleUnit.RADIANS)
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{
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return turns * TWO_PI;
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}
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if (toUnit == AngleUnit.DEGREES)
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{
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return turns * 360.0;
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}
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return turns;
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}
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public static double ConvertToRadians(double angle, AngleUnit unit)
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{
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if (unit == AngleUnit.DEGREES)
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{
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return angle * RADIANS_IN_DEGREE;
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}
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if (unit == AngleUnit.TURNS)
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{
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return angle * TWO_PI;
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}
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return angle;
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}
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public static double ConvertToDegrees(double angle, AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return angle * DEGREES_IN_RADIAN;
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}
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if (unit == AngleUnit.TURNS)
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{
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return angle * 360.0;
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}
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return angle;
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}
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public static double ConvertToTurns(double angle, AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return angle * TURNS_IN_RADIAN;
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}
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if (unit == AngleUnit.DEGREES)
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{
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return angle * TURNS_IN_DEGREE;
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}
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return angle;
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}
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public static double GetFullCircle(AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return TWO_PI;
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}
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if (unit == AngleUnit.DEGREES)
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{
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return 360.0;
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}
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return 1.0;
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}
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public static double GetHalfCircle(AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return PI;
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}
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if (unit == AngleUnit.DEGREES)
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{
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return 180.0;
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}
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return 0.5;
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}
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public static double GetQuarterCircle(AngleUnit unit)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return HALF_OF_PI;
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}
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if (unit == AngleUnit.DEGREES)
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{
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return 90.0;
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}
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return 0.25;
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}
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public static double NormalizeRadians(double radians, AngleRange range)
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{
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if (range == AngleRange.UNSIGNED_RANGE)
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{
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if (0.0 <= radians && radians < TWO_PI)
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{
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return radians;
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}
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}
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else
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{
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if (-PI < radians && radians <= PI)
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{
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return radians;
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}
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}
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double turns = radians * TURNS_IN_RADIAN;
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turns -= Math.Floor(turns);
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if (range == AngleRange.SIGNED_RANGE && turns > 0.5)
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{
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turns -= 1.0;
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}
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return turns * TWO_PI;
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}
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public static double NormalizeDegrees(double degrees, AngleRange range)
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{
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if (range == AngleRange.UNSIGNED_RANGE)
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{
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if (0.0 <= degrees && degrees < 360.0)
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{
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return degrees;
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}
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}
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else
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{
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if (-180.0 < degrees && degrees <= 180.0)
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{
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return degrees;
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}
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}
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double turns = degrees * TURNS_IN_DEGREE;
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turns -= Math.Floor(turns);
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if (range == AngleRange.SIGNED_RANGE && turns > 0.5)
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{
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turns -= 1.0;
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}
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return turns * 360.0;
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}
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public static double NormalizeTurns(double turns, AngleRange range)
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{
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if (range == AngleRange.UNSIGNED_RANGE)
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{
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if (0.0 <= turns && turns < 1.0)
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{
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return turns;
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}
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}
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else
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{
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if (-0.5 < turns && turns <= 0.5)
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{
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return turns;
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}
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}
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double rest = turns - Math.Floor(turns);
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if (range == AngleRange.SIGNED_RANGE && rest > 0.5)
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{
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rest -= 1.0;
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}
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return rest;
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}
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public static double Normalize(double angle, AngleUnit unit, AngleRange range)
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{
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if (unit == AngleUnit.RADIANS)
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{
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return NormalizeRadians(angle, range);
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}
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if (unit == AngleUnit.DEGREES)
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{
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return NormalizeDegrees(angle, range);
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}
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return NormalizeTurns(angle, range);
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}
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}
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}
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407
Geometry/DPMatrix2x2.cs
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407
Geometry/DPMatrix2x2.cs
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@ -0,0 +1,407 @@
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/*
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* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
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||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
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* Date: 10 Feb 2019
|
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*/
|
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|
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namespace Geometry
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{
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public struct DPMatrix2x2
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{
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public double r1c1, r1c2;
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public double r2c1, r2c2;
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|
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public DPMatrix2x2()
|
||||
{
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this.r1c1 = 0.0;
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this.r1c2 = 0.0;
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|
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this.r2c1 = 0.0;
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this.r2c2 = 0.0;
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}
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|
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public DPMatrix2x2(double d1, double d2)
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{
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this.r1c1 = d1;
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this.r1c2 = 0.0;
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this.r2c1 = 0.0;
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this.r2c2 = d2;
|
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}
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|
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public DPMatrix2x2(in DPMatrix2x2 matrix)
|
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{
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this.r1c1 = matrix.r1c1;
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this.r1c2 = matrix.r1c2;
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|
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this.r2c1 = matrix.r2c1;
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this.r2c2 = matrix.r2c2;
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}
|
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|
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public DPMatrix2x2(in SPMatrix2x2 matrix)
|
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{
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this.r1c1 = matrix.r1c1;
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this.r1c2 = matrix.r1c2;
|
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this.r2c1 = matrix.r2c1;
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this.r2c2 = matrix.r2c2;
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}
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|
||||
public readonly double GetDeterminant()
|
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{
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return this.r1c1 * this.r2c2 - this.r1c2 * this.r2c1;
|
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}
|
||||
|
||||
public readonly bool IsSingular()
|
||||
{
|
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double determinant = this.GetDeterminant();
|
||||
return -DPUtility.EPSYLON <= determinant && determinant <= DPUtility.EPSYLON;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.r1c1 = 0.0;
|
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this.r1c2 = 0.0;
|
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|
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this.r2c1 = 0.0;
|
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this.r2c2 = 0.0;
|
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}
|
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|
||||
public void MakeIdentity()
|
||||
{
|
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this.r1c1 = 1.0;
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this.r1c2 = 0.0;
|
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|
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this.r2c1 = 0.0;
|
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this.r2c2 = 1.0;
|
||||
}
|
||||
|
||||
public void MakeDiagonal(double d1, double d2)
|
||||
{
|
||||
this.r1c1 = d1;
|
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this.r1c2 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = d2;
|
||||
}
|
||||
|
||||
public void Transpose()
|
||||
{
|
||||
(this.r1c2, this.r2c1) = (this.r2c1, this.r1c2);
|
||||
}
|
||||
|
||||
public bool Invert()
|
||||
{
|
||||
double determinant = this.GetDeterminant();
|
||||
|
||||
if (-DPUtility.EPSYLON <= determinant && determinant <= DPUtility.EPSYLON)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
double r1c1 = this.r2c2;
|
||||
double r1c2 = -this.r1c2;
|
||||
|
||||
double r2c1 = -this.r2c1;
|
||||
double r2c2 = this.r1c1;
|
||||
|
||||
this.r1c1 = r1c1 / determinant;
|
||||
this.r1c2 = r1c2 / determinant;
|
||||
|
||||
this.r2c1 = r2c1 / determinant;
|
||||
this.r2c2 = r2c2 / determinant;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void MakeTransposedOf(in DPMatrix2x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
(this.r1c2, this.r2c1) = (matrix.r2c1, matrix.r1c2);
|
||||
}
|
||||
|
||||
public void MakeTransposedOf(in SPMatrix2x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
}
|
||||
|
||||
public bool MakeInvertedOf(in DPMatrix2x2 matrix)
|
||||
{
|
||||
double determinant = matrix.GetDeterminant();
|
||||
|
||||
if (-DPUtility.EPSYLON <= determinant && determinant <= DPUtility.EPSYLON)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
double r1c1 = matrix.r2c2;
|
||||
double r1c2 = -matrix.r1c2;
|
||||
|
||||
double r2c1 = -matrix.r2c1;
|
||||
double r2c2 = matrix.r1c1;
|
||||
|
||||
this.r1c1 = r1c1 / determinant;
|
||||
this.r1c2 = r1c2 / determinant;
|
||||
|
||||
this.r2c1 = r2c1 / determinant;
|
||||
this.r2c2 = r2c2 / determinant;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetValues(in DPMatrix2x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
}
|
||||
|
||||
public void SetValues(in SPMatrix2x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
}
|
||||
|
||||
public void SetMainDiagonal(double d1, double d2)
|
||||
{
|
||||
this.r1c1 = d1;
|
||||
this.r2c2 = d2;
|
||||
}
|
||||
|
||||
public void SetRow1(double c1, double c2)
|
||||
{
|
||||
this.r1c1 = c1;
|
||||
this.r1c2 = c2;
|
||||
}
|
||||
|
||||
public void SetRow2(double c1, double c2)
|
||||
{
|
||||
this.r2c1 = c1;
|
||||
this.r2c2 = c2;
|
||||
}
|
||||
|
||||
public void SetColumn1(double r1, double r2)
|
||||
{
|
||||
this.r1c1 = r1;
|
||||
this.r2c1 = r2;
|
||||
}
|
||||
|
||||
public void SetColumn2(double r1, double r2)
|
||||
{
|
||||
this.r1c2 = r1;
|
||||
this.r2c2 = r2;
|
||||
}
|
||||
|
||||
public static void Add(in DPMatrix2x2 matrix1, in DPMatrix2x2 matrix2, out DPMatrix2x2 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;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
in DPMatrix2x2 matrix1,
|
||||
in DPMatrix2x2 matrix2,
|
||||
in DPMatrix2x2 matrix3,
|
||||
out DPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
|
||||
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
|
||||
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
in DPMatrix2x2 matrix1,
|
||||
in DPMatrix2x2 matrix2,
|
||||
in DPMatrix2x2 matrix3,
|
||||
in DPMatrix2x2 matrix4,
|
||||
out DPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
in DPMatrix2x2 matrix1,
|
||||
in DPMatrix2x2 matrix2,
|
||||
in DPMatrix2x2 matrix3,
|
||||
in DPMatrix2x2 matrix4,
|
||||
in DPMatrix2x2 matrix5,
|
||||
out DPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
|
||||
}
|
||||
|
||||
public static void Subtract(in DPMatrix2x2 minuend, in DPMatrix2x2 subtrahend, out DPMatrix2x2 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;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
double weight1, in DPMatrix2x2 matrix1,
|
||||
double weight2, in DPMatrix2x2 matrix2,
|
||||
out DPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
float weight1, in SPMatrix2x2 matrix1,
|
||||
float weight2, in SPMatrix2x2 matrix2,
|
||||
float weight3, in SPMatrix2x2 matrix3,
|
||||
out DPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
float weight1, in SPMatrix2x2 matrix1,
|
||||
float weight2, in SPMatrix2x2 matrix2,
|
||||
float weight3, in SPMatrix2x2 matrix3,
|
||||
float weight4, in SPMatrix2x2 matrix4,
|
||||
out DPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
double weight1, in DPMatrix2x2 matrix1,
|
||||
double weight2, in DPMatrix2x2 matrix2,
|
||||
double weight3, in DPMatrix2x2 matrix3,
|
||||
double weight4, in DPMatrix2x2 matrix4,
|
||||
double weight5, in DPMatrix2x2 matrix5,
|
||||
out DPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(in DPMatrix2x2 multiplicand, double multiplier, out DPMatrix2x2 product)
|
||||
{
|
||||
product.r1c1 = multiplicand.r1c1 * multiplier;
|
||||
product.r1c2 = multiplicand.r1c2 * multiplier;
|
||||
|
||||
product.r2c1 = multiplicand.r2c1 * multiplier;
|
||||
product.r2c2 = multiplicand.r2c2 * multiplier;
|
||||
}
|
||||
|
||||
public static void Divide(in DPMatrix2x2 dividend, double divisor, out DPMatrix2x2 quotient)
|
||||
{
|
||||
quotient.r1c1 = dividend.r1c1 / divisor;
|
||||
quotient.r1c2 = dividend.r1c2 / divisor;
|
||||
|
||||
quotient.r2c1 = dividend.r2c1 / divisor;
|
||||
quotient.r2c2 = dividend.r2c2 / divisor;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(in DPMatrix2x2 matrix, in DPVector2 vector, out DPVector2 result)
|
||||
{
|
||||
double x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2;
|
||||
double x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
}
|
||||
|
||||
public static void GetLeftProduct(in DPVector2 vector, in DPMatrix2x2 matrix, out DPVector2 result)
|
||||
{
|
||||
double x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1;
|
||||
double x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
}
|
||||
|
||||
public static void LoadZero(out DPMatrix2x2 matrix)
|
||||
{
|
||||
matrix.r1c1 = 0.0;
|
||||
matrix.r1c2 = 0.0;
|
||||
|
||||
matrix.r2c1 = 0.0;
|
||||
matrix.r2c2 = 0.0;
|
||||
}
|
||||
|
||||
public static void LoadIdentity(out DPMatrix2x2 matrix)
|
||||
{
|
||||
matrix.r1c1 = 1.0;
|
||||
matrix.r1c2 = 0.0;
|
||||
|
||||
matrix.r2c1 = 0.0;
|
||||
matrix.r2c2 = 1.0;
|
||||
}
|
||||
|
||||
public static void LoadDiagonal(double d1, double d2, out DPMatrix2x2 matrix)
|
||||
{
|
||||
matrix.r1c1 = d1;
|
||||
matrix.r1c2 = 0.0;
|
||||
|
||||
matrix.r2c1 = 0.0;
|
||||
matrix.r2c2 = d2;
|
||||
}
|
||||
}
|
||||
}
|
||||
372
Geometry/DPMatrix2x3.cs
Normal file
372
Geometry/DPMatrix2x3.cs
Normal file
|
|
@ -0,0 +1,372 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 11 Nov 2024
|
||||
*/
|
||||
namespace Geometry
|
||||
{
|
||||
public struct DPMatrix2x3
|
||||
{
|
||||
public double r1c1, r1c2;
|
||||
public double r2c1, r2c2;
|
||||
public double r3c1, r3c2;
|
||||
|
||||
public DPMatrix2x3() {
|
||||
this.r1c1 = 0.0;
|
||||
this.r1c2 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = 0.0;
|
||||
|
||||
this.r3c1 = 0.0;
|
||||
this.r3c2 = 0.0;
|
||||
}
|
||||
|
||||
public DPMatrix2x3(in DPMatrix2x3 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
}
|
||||
|
||||
public DPMatrix2x3(in SPMatrix2x3 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
}
|
||||
|
||||
public DPMatrix2x3(in DPMatrix3x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r1c3;
|
||||
this.r3c2 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public DPMatrix2x3(in SPMatrix3x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r1c3;
|
||||
this.r3c2 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.r1c1 = 0.0;
|
||||
this.r1c2 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = 0.0;
|
||||
|
||||
this.r3c1 = 0.0;
|
||||
this.r3c2 = 0.0;
|
||||
}
|
||||
|
||||
public void SetValues(in DPMatrix2x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
}
|
||||
|
||||
public void SetValues(in SPMatrix2x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
}
|
||||
|
||||
public void SetTransposed(in DPMatrix3x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r1c3;
|
||||
this.r3c2 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public void SetTransposed(in SPMatrix3x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r1c3;
|
||||
this.r3c2 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public void SetRow1(double c1, double c2)
|
||||
{
|
||||
this.r1c1 = c1;
|
||||
this.r1c2 = c2;
|
||||
}
|
||||
|
||||
public void SetRow2(double c1, double c2)
|
||||
{
|
||||
this.r2c1 = c1;
|
||||
this.r2c2 = c2;
|
||||
}
|
||||
|
||||
public void SetRow3(double c1, double c2)
|
||||
{
|
||||
this.r3c1 = c1;
|
||||
this.r3c2 = c2;
|
||||
}
|
||||
|
||||
public void SetColumn1(double r1, double r2, double r3)
|
||||
{
|
||||
this.r1c1 = r1;
|
||||
this.r2c1 = r2;
|
||||
this.r3c1 = r3;
|
||||
}
|
||||
|
||||
public void SetColumn2(double r1, double r2, double r3)
|
||||
{
|
||||
this.r1c2 = r1;
|
||||
this.r2c2 = r2;
|
||||
this.r3c2 = r3;
|
||||
}
|
||||
|
||||
public static void Add(in DPMatrix2x3 matrix1, in DPMatrix2x3 matrix2, out DPMatrix2x3 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;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
in DPMatrix2x3 matrix1,
|
||||
in DPMatrix2x3 matrix2,
|
||||
in DPMatrix2x3 matrix3,
|
||||
out DPMatrix2x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
|
||||
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
|
||||
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 + matrix2.r3c1 + matrix3.r3c1;
|
||||
sum.r3c2 = matrix1.r3c2 + matrix2.r3c2 + matrix3.r3c2;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
in DPMatrix2x3 matrix1,
|
||||
in DPMatrix2x3 matrix2,
|
||||
in DPMatrix2x3 matrix3,
|
||||
in DPMatrix2x3 matrix4,
|
||||
out DPMatrix2x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1);
|
||||
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
in DPMatrix2x3 matrix1,
|
||||
in DPMatrix2x3 matrix2,
|
||||
in DPMatrix2x3 matrix3,
|
||||
in DPMatrix2x3 matrix4,
|
||||
in DPMatrix2x3 matrix5,
|
||||
out DPMatrix2x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1) + matrix5.r3c1;
|
||||
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2) + matrix5.r3c2;
|
||||
}
|
||||
|
||||
public static void Subtract(in DPMatrix2x3 minuend, in DPMatrix2x3 subtrahend, out DPMatrix2x3 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;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
double weight1, in DPMatrix2x3 matrix1,
|
||||
double weight2, in DPMatrix2x3 matrix2,
|
||||
out DPMatrix2x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
double weight1, in DPMatrix2x3 matrix1,
|
||||
double weight2, in DPMatrix2x3 matrix2,
|
||||
double weight3, in DPMatrix2x3 matrix3,
|
||||
out DPMatrix2x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2 + matrix3.r3c1 * weight3;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2 + matrix3.r3c2 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
double weight1, in DPMatrix2x3 matrix1,
|
||||
double weight2, in DPMatrix2x3 matrix2,
|
||||
double weight3, in DPMatrix2x3 matrix3,
|
||||
double weight4, in DPMatrix2x3 matrix4,
|
||||
out DPMatrix2x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4);
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
double weight1, in DPMatrix2x3 matrix1,
|
||||
double weight2, in DPMatrix2x3 matrix2,
|
||||
double weight3, in DPMatrix2x3 matrix3,
|
||||
double weight4, in DPMatrix2x3 matrix4,
|
||||
double weight5, in DPMatrix2x3 matrix5,
|
||||
out DPMatrix2x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4) + matrix5.r3c1 * weight5;
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4) + matrix5.r3c2 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(in DPMatrix2x3 multiplicand, double multiplier, out DPMatrix2x3 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;
|
||||
}
|
||||
|
||||
public static void Divide(in DPMatrix2x3 dividend, double divisor, out DPMatrix2x3 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;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(in DPMatrix2x3 matrix, in DPVector2 vector, out DPVector3 result)
|
||||
{
|
||||
double x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2;
|
||||
double x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2;
|
||||
double x3 = matrix.r3c1 * vector.x1 + matrix.r3c2 * vector.x2;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
public static void GetLeftProduct(in DPVector3 vector, in DPMatrix2x3 matrix, out DPVector2 result)
|
||||
{
|
||||
double x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1 + vector.x3 * matrix.r3c1;
|
||||
double x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2 + vector.x3 * matrix.r3c2;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
}
|
||||
}
|
||||
}
|
||||
329
Geometry/DPMatrix3x2.cs
Normal file
329
Geometry/DPMatrix3x2.cs
Normal file
|
|
@ -0,0 +1,329 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 11 Nov 2024
|
||||
*/
|
||||
namespace Geometry
|
||||
{
|
||||
public struct DPMatrix3x2
|
||||
{
|
||||
|
||||
public double r1c1, r1c2, r1c3;
|
||||
|
||||
public double r2c1, r2c2, r2c3;
|
||||
|
||||
public DPMatrix3x2()
|
||||
{
|
||||
this.r1c1 = 0.0;
|
||||
this.r1c2 = 0.0;
|
||||
this.r1c3 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = 0.0;
|
||||
this.r2c3 = 0.0;
|
||||
}
|
||||
|
||||
public DPMatrix3x2(in DPMatrix3x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public DPMatrix3x2(in SPMatrix3x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public DPMatrix3x2(in DPMatrix2x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
this.r1c3 = matrix.r3c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c2;
|
||||
}
|
||||
|
||||
public DPMatrix3x2(in SPMatrix2x3 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
this.r1c3 = matrix.r3c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c2;
|
||||
}
|
||||
|
||||
public void Reset() {
|
||||
this.r1c1 = 0.0;
|
||||
this.r1c2 = 0.0;
|
||||
this.r1c3 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = 0.0;
|
||||
this.r2c3 = 0.0;
|
||||
}
|
||||
|
||||
|
||||
public void SetValues(in DPMatrix3x2 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public void SetValues(SPMatrix3x2 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public void SetTransposed(DPMatrix2x3 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
this.r1c3 = matrix.r3c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c2;
|
||||
}
|
||||
|
||||
public void SetTransposed(SPMatrix2x3 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
this.r1c3 = matrix.r3c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c2;
|
||||
}
|
||||
|
||||
public void SetRow1(double c1, double c2, double c3) {
|
||||
this.r1c1 = c1;
|
||||
this.r1c2 = c2;
|
||||
this.r1c3 = c3;
|
||||
}
|
||||
|
||||
public void SetRow2(double c1, double c2, double c3) {
|
||||
this.r2c1 = c1;
|
||||
this.r2c2 = c2;
|
||||
this.r2c3 = c3;
|
||||
}
|
||||
|
||||
public void SetColumn1(double r1, double r2) {
|
||||
this.r1c1 = r1;
|
||||
this.r2c1 = r2;
|
||||
}
|
||||
|
||||
public void SetColumn2(double r1, double r2) {
|
||||
this.r1c3 = r1;
|
||||
this.r2c3 = r2;
|
||||
}
|
||||
|
||||
public void SetColumn3(double r1, double r2) {
|
||||
this.r1c3 = r1;
|
||||
this.r2c3 = r2;
|
||||
}
|
||||
|
||||
public static void Add(DPMatrix3x2 matrix1, DPMatrix3x2 matrix2, DPMatrix3x2 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;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
DPMatrix3x2 matrix1,
|
||||
DPMatrix3x2 matrix2,
|
||||
DPMatrix3x2 matrix3,
|
||||
DPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
|
||||
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
|
||||
sum.r1c3 = matrix1.r1c3 + matrix2.r1c3 + matrix3.r1c3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
|
||||
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
|
||||
sum.r2c3 = matrix1.r2c3 + matrix2.r2c3 + matrix3.r2c3;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
DPMatrix3x2 matrix1,
|
||||
DPMatrix3x2 matrix2,
|
||||
DPMatrix3x2 matrix3,
|
||||
DPMatrix3x2 matrix4,
|
||||
DPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
|
||||
sum.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
|
||||
sum.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
DPMatrix3x2 matrix1,
|
||||
DPMatrix3x2 matrix2,
|
||||
DPMatrix3x2 matrix3,
|
||||
DPMatrix3x2 matrix4,
|
||||
DPMatrix3x2 matrix5,
|
||||
DPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
|
||||
sum.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3) + matrix5.r1c3;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
|
||||
sum.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3) + matrix5.r2c3;
|
||||
}
|
||||
|
||||
public static void Subtract(DPMatrix3x2 minuend, DPMatrix3x2 subtrahend, DPMatrix3x2 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;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
double weight1, DPMatrix3x2 matrix1,
|
||||
double weight2, DPMatrix3x2 matrix2,
|
||||
DPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
|
||||
sum.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
|
||||
sum.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
double weight1, DPMatrix3x2 matrix1,
|
||||
double weight2, DPMatrix3x2 matrix2,
|
||||
double weight3, DPMatrix3x2 matrix3,
|
||||
DPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
|
||||
sum.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2 + matrix3.r1c3 * weight3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
|
||||
sum.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2 + matrix3.r2c3 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
double weight1, DPMatrix3x2 matrix1,
|
||||
double weight2, DPMatrix3x2 matrix2,
|
||||
double weight3, DPMatrix3x2 matrix3,
|
||||
double weight4, DPMatrix3x2 matrix4,
|
||||
DPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
|
||||
sum.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * weight4);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
|
||||
sum.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
double weight1, DPMatrix3x2 matrix1,
|
||||
double weight2, DPMatrix3x2 matrix2,
|
||||
double weight3, DPMatrix3x2 matrix3,
|
||||
double weight4, DPMatrix3x2 matrix4,
|
||||
double weight5, DPMatrix3x2 matrix5,
|
||||
DPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
|
||||
sum.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * weight4) + matrix5.r1c3 * weight5;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
|
||||
sum.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * weight4) + matrix5.r2c3 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(DPMatrix3x2 multiplicand, double multiplier, DPMatrix3x2 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;
|
||||
}
|
||||
|
||||
public static void Divide(DPMatrix3x2 dividend, double divisor, DPMatrix3x2 quotient) {
|
||||
quotient.r1c1 = dividend.r1c1 / divisor;
|
||||
quotient.r1c2 = dividend.r1c2 / divisor;
|
||||
quotient.r1c3 = dividend.r1c3 / divisor;
|
||||
|
||||
quotient.r2c1 = dividend.r2c1 / divisor;
|
||||
quotient.r2c2 = dividend.r2c2 / divisor;
|
||||
quotient.r2c3 = dividend.r2c3 / divisor;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(DPMatrix3x2 matrix, DPVector3 vector, DPVector2 result) {
|
||||
result.SetValues(
|
||||
matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2 + matrix.r1c3 * vector.x3,
|
||||
matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2 + matrix.r2c3 * vector.x3
|
||||
);
|
||||
}
|
||||
|
||||
public static void GetLeftProduct(DPVector2 vector, DPMatrix3x2 matrix, DPVector3 result) {
|
||||
result.SetValues(
|
||||
vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1,
|
||||
vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2,
|
||||
vector.x1 * matrix.r1c3 + vector.x2 * matrix.r2c3
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
602
Geometry/DPMatrix3x3.cs
Normal file
602
Geometry/DPMatrix3x3.cs
Normal file
|
|
@ -0,0 +1,602 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 10 Feb 2019
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct DPMatrix3x3
|
||||
{
|
||||
public double r1c1, r1c2, r1c3;
|
||||
|
||||
public double r2c1, r2c2, r2c3;
|
||||
|
||||
public double r3c1, r3c2, r3c3;
|
||||
|
||||
public DPMatrix3x3()
|
||||
{
|
||||
this.r1c1 = 0.0;
|
||||
this.r1c2 = 0.0;
|
||||
this.r1c3 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = 0.0;
|
||||
this.r2c3 = 0.0;
|
||||
|
||||
this.r3c1 = 0.0;
|
||||
this.r3c2 = 0.0;
|
||||
this.r3c3 = 0.0;
|
||||
}
|
||||
|
||||
public DPMatrix3x3(double d1, double d2, double d3)
|
||||
{
|
||||
this.r1c1 = d1;
|
||||
this.r1c2 = 0.0;
|
||||
this.r1c3 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = d2;
|
||||
this.r2c3 = 0.0;
|
||||
|
||||
this.r3c1 = 0.0;
|
||||
this.r3c2 = 0.0;
|
||||
this.r3c3 = d3;
|
||||
}
|
||||
|
||||
public DPMatrix3x3(in DPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
this.r3c3 = matrix.r3c3;
|
||||
}
|
||||
|
||||
public DPMatrix3x3(in SPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
this.r3c3 = matrix.r3c3;
|
||||
}
|
||||
|
||||
public readonly double GetDeterminant()
|
||||
{
|
||||
return this.r1c1 * (this.r2c2 * this.r3c3 - this.r2c3 * this.r3c2)
|
||||
+ this.r1c2 * (this.r2c3 * this.r3c1 - this.r2c1 * this.r3c3)
|
||||
+ this.r1c3 * (this.r2c1 * this.r3c2 - this.r2c2 * this.r3c1);
|
||||
}
|
||||
|
||||
public readonly bool IsSingular()
|
||||
{
|
||||
double determinant = this.GetDeterminant();
|
||||
return -DPUtility.EPSYLON <= determinant && determinant <= DPUtility.EPSYLON;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.r1c1 = 0.0;
|
||||
this.r1c2 = 0.0;
|
||||
this.r1c3 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = 0.0;
|
||||
this.r2c3 = 0.0;
|
||||
|
||||
this.r3c1 = 0.0;
|
||||
this.r3c2 = 0.0;
|
||||
this.r3c3 = 0.0;
|
||||
}
|
||||
|
||||
public void MakeIdentity()
|
||||
{
|
||||
this.r1c1 = 1.0;
|
||||
this.r1c2 = 0.0;
|
||||
this.r1c3 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = 1.0;
|
||||
this.r2c3 = 0.0;
|
||||
|
||||
this.r3c1 = 0.0;
|
||||
this.r3c2 = 0.0;
|
||||
this.r3c3 = 1.0;
|
||||
}
|
||||
|
||||
public void MakeDiagonal(double d1, double d2, double d3)
|
||||
{
|
||||
this.r1c1 = d1;
|
||||
this.r1c2 = 0.0;
|
||||
this.r1c3 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = d2;
|
||||
this.r2c3 = 0.0;
|
||||
|
||||
this.r2c1 = 0.0;
|
||||
this.r2c2 = 0.0;
|
||||
this.r2c3 = d3;
|
||||
}
|
||||
|
||||
public void Transpose()
|
||||
{
|
||||
(this.r1c2, this.r2c1) = (this.r2c1, this.r1c2);
|
||||
(this.r1c3, this.r3c1) = (this.r3c1, this.r1c3);
|
||||
(this.r2c3, this.r3c2) = (this.r3c2, this.r2c3);
|
||||
}
|
||||
|
||||
public bool Invert()
|
||||
{
|
||||
double determinant = this.GetDeterminant();
|
||||
|
||||
if (-DPUtility.EPSYLON <= determinant && determinant <= DPUtility.EPSYLON) {
|
||||
return false;
|
||||
}
|
||||
|
||||
double r1c1 = this.r2c2 * this.r3c3 - this.r2c3 * this.r3c2;
|
||||
double r1c2 = this.r1c3 * this.r3c2 - this.r1c2 * this.r3c3;
|
||||
double r1c3 = this.r1c2 * this.r2c3 - this.r1c3 * this.r2c2;
|
||||
|
||||
double r2c1 = this.r2c3 * this.r3c1 - this.r2c1 * this.r3c3;
|
||||
double r2c2 = this.r1c1 * this.r3c3 - this.r1c3 * this.r3c1;
|
||||
double r2c3 = this.r1c3 * this.r2c1 - this.r1c1 * this.r2c3;
|
||||
|
||||
double r3c1 = this.r2c1 * this.r3c2 - this.r2c2 * this.r3c1;
|
||||
double r3c2 = this.r1c2 * this.r3c1 - this.r1c1 * this.r3c2;
|
||||
double r3c3 = this.r1c1 * this.r2c2 - this.r1c2 * this.r2c1;
|
||||
|
||||
this.r1c1 = r1c1 / determinant;
|
||||
this.r1c2 = r1c2 / determinant;
|
||||
this.r1c3 = r1c3 / determinant;
|
||||
|
||||
this.r2c1 = r2c1 / determinant;
|
||||
this.r2c2 = r2c2 / determinant;
|
||||
this.r2c3 = r2c3 / determinant;
|
||||
|
||||
this.r3c1 = r3c1 / determinant;
|
||||
this.r3c2 = r3c2 / determinant;
|
||||
this.r3c3 = r3c3 / determinant;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void MakeTransposedOf(in DPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r3c3 = matrix.r3c3;
|
||||
|
||||
(this.r1c2, this.r2c1) = (matrix.r2c1, matrix.r1c2);
|
||||
(this.r1c3, this.r3c1) = (matrix.r3c1, matrix.r1c3);
|
||||
(this.r2c3, this.r3c2) = (matrix.r3c2, matrix.r2c3);
|
||||
}
|
||||
|
||||
public void MakeTransposedOf(in SPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r3c3 = matrix.r3c3;
|
||||
|
||||
(this.r1c2, this.r2c1) = (matrix.r2c1, matrix.r1c2);
|
||||
(this.r1c3, this.r3c1) = (matrix.r3c1, matrix.r1c3);
|
||||
(this.r2c3, this.r3c2) = (matrix.r3c2, matrix.r2c3);
|
||||
}
|
||||
|
||||
public bool MakeInvertedOf(in DPMatrix3x3 matrix)
|
||||
{
|
||||
double determinant = matrix.GetDeterminant();
|
||||
|
||||
if (-DPUtility.EPSYLON <= determinant && determinant <= DPUtility.EPSYLON) {
|
||||
return false;
|
||||
}
|
||||
|
||||
double r1c1 = matrix.r2c2 * matrix.r3c3 - matrix.r2c3 * matrix.r3c2;
|
||||
double r1c2 = matrix.r1c3 * matrix.r3c2 - matrix.r1c2 * matrix.r3c3;
|
||||
double r1c3 = matrix.r1c2 * matrix.r2c3 - matrix.r1c3 * matrix.r2c2;
|
||||
|
||||
double r2c1 = matrix.r2c3 * matrix.r3c1 - matrix.r2c1 * matrix.r3c3;
|
||||
double r2c2 = matrix.r1c1 * matrix.r3c3 - matrix.r1c3 * matrix.r3c1;
|
||||
double r2c3 = matrix.r1c3 * matrix.r2c1 - matrix.r1c1 * matrix.r2c3;
|
||||
|
||||
double r3c1 = matrix.r2c1 * matrix.r3c2 - matrix.r2c2 * matrix.r3c1;
|
||||
double r3c2 = matrix.r1c2 * matrix.r3c1 - matrix.r1c1 * matrix.r3c2;
|
||||
double r3c3 = matrix.r1c1 * matrix.r2c2 - matrix.r1c2 * matrix.r2c1;
|
||||
|
||||
this.r1c1 = r1c1 / determinant;
|
||||
this.r1c2 = r1c2 / determinant;
|
||||
this.r1c3 = r1c3 / determinant;
|
||||
|
||||
this.r2c1 = r2c1 / determinant;
|
||||
this.r2c2 = r2c2 / determinant;
|
||||
this.r2c3 = r2c3 / determinant;
|
||||
|
||||
this.r3c1 = r3c1 / determinant;
|
||||
this.r3c2 = r3c2 / determinant;
|
||||
this.r3c3 = r3c3 / determinant;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetValues(DPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
this.r3c3 = matrix.r3c3;
|
||||
}
|
||||
|
||||
public void SetValues(SPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
this.r3c3 = matrix.r3c3;
|
||||
}
|
||||
|
||||
public void SetMainDiagonal(double d1, double d2, double d3)
|
||||
{
|
||||
this.r1c1 = d1;
|
||||
this.r2c2 = d2;
|
||||
this.r3c3 = d3;
|
||||
}
|
||||
|
||||
public void SetRow1(double c1, double c2, double c3)
|
||||
{
|
||||
this.r1c1 = c1;
|
||||
this.r1c2 = c2;
|
||||
this.r1c3 = c3;
|
||||
}
|
||||
|
||||
public void SetRow2(double c1, double c2, double c3)
|
||||
{
|
||||
this.r2c1 = c1;
|
||||
this.r2c2 = c2;
|
||||
this.r2c3 = c3;
|
||||
}
|
||||
|
||||
public void SetRow3(double c1, double c2, double c3)
|
||||
{
|
||||
this.r3c1 = c1;
|
||||
this.r3c2 = c2;
|
||||
this.r3c3 = c3;
|
||||
}
|
||||
|
||||
public void SetColumn1(double r1, double r2, double r3)
|
||||
{
|
||||
this.r1c1 = r1;
|
||||
this.r2c1 = r2;
|
||||
this.r3c1 = r3;
|
||||
}
|
||||
|
||||
public void SetColumn2(double r1, double r2, double r3)
|
||||
{
|
||||
this.r1c3 = r1;
|
||||
this.r2c3 = r2;
|
||||
this.r3c3 = r3;
|
||||
}
|
||||
|
||||
public void SetColumn3(double r1, double r2, double r3)
|
||||
{
|
||||
this.r1c3 = r1;
|
||||
this.r2c3 = r2;
|
||||
this.r3c3 = r3;
|
||||
}
|
||||
|
||||
public static void Add(in DPMatrix3x3 matrix1, in DPMatrix3x3 matrix2, out DPMatrix3x3 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;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 + matrix2.r3c1;
|
||||
sum.r3c2 = matrix1.r3c2 + matrix2.r3c2;
|
||||
sum.r3c3 = matrix1.r3c3 + matrix2.r3c3;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
in DPMatrix3x3 matrix1,
|
||||
in DPMatrix3x3 matrix2,
|
||||
in DPMatrix3x3 matrix3,
|
||||
out DPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
|
||||
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
|
||||
sum.r1c3 = matrix1.r1c3 + matrix2.r1c3 + matrix3.r1c3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
|
||||
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
|
||||
sum.r2c3 = matrix1.r2c3 + matrix2.r2c3 + matrix3.r2c3;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 + matrix2.r3c1 + matrix3.r3c1;
|
||||
sum.r3c2 = matrix1.r3c2 + matrix2.r3c2 + matrix3.r3c2;
|
||||
sum.r3c3 = matrix1.r3c3 + matrix2.r3c3 + matrix3.r3c3;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
in DPMatrix3x3 matrix1,
|
||||
in DPMatrix3x3 matrix2,
|
||||
in DPMatrix3x3 matrix3,
|
||||
in DPMatrix3x3 matrix4,
|
||||
out DPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
|
||||
sum.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
|
||||
sum.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3);
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1);
|
||||
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2);
|
||||
sum.r3c3 = (matrix1.r3c3 + matrix2.r3c3) + (matrix3.r3c3 + matrix4.r3c3);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
in DPMatrix3x3 matrix1,
|
||||
in DPMatrix3x3 matrix2,
|
||||
in DPMatrix3x3 matrix3,
|
||||
in DPMatrix3x3 matrix4,
|
||||
in DPMatrix3x3 matrix5,
|
||||
out DPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
|
||||
sum.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3) + matrix5.r1c3;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
|
||||
sum.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3) + matrix5.r2c3;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1) + matrix5.r3c1;
|
||||
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2) + matrix5.r3c2;
|
||||
sum.r3c3 = (matrix1.r3c3 + matrix2.r3c3) + (matrix3.r3c3 + matrix4.r3c3) + matrix5.r3c3;
|
||||
}
|
||||
|
||||
public static void Subtract(in DPMatrix3x3 minuend, in DPMatrix3x3 subtrahend, out DPMatrix3x3 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;
|
||||
|
||||
difference.r3c1 = minuend.r3c1 - subtrahend.r3c1;
|
||||
difference.r3c2 = minuend.r3c2 - subtrahend.r3c2;
|
||||
difference.r3c3 = minuend.r3c3 - subtrahend.r3c3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
double weight1, in DPMatrix3x3 matrix1,
|
||||
double weight2, in DPMatrix3x3 matrix2,
|
||||
out DPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
|
||||
sum.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
|
||||
sum.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2;
|
||||
sum.r3c3 = matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
double weight1, in DPMatrix3x3 matrix1,
|
||||
double weight2, in DPMatrix3x3 matrix2,
|
||||
double weight3, in DPMatrix3x3 matrix3,
|
||||
out DPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
|
||||
sum.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2 + matrix3.r1c3 * weight3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
|
||||
sum.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2 + matrix3.r2c3 * weight3;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2 + matrix3.r3c1 * weight3;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2 + matrix3.r3c2 * weight3;
|
||||
sum.r3c3 = matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2 + matrix3.r3c3 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
double weight1, in DPMatrix3x3 matrix1,
|
||||
double weight2, in DPMatrix3x3 matrix2,
|
||||
double weight3, in DPMatrix3x3 matrix3,
|
||||
double weight4, in DPMatrix3x3 matrix4,
|
||||
out DPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
|
||||
sum.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * weight4);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
|
||||
sum.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * weight4);
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4);
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4);
|
||||
sum.r3c3 = (matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2) + (matrix3.r3c3 * weight3 + matrix4.r3c3 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
double weight1, in DPMatrix3x3 matrix1,
|
||||
double weight2, in DPMatrix3x3 matrix2,
|
||||
double weight3, in DPMatrix3x3 matrix3,
|
||||
double weight4, in DPMatrix3x3 matrix4,
|
||||
double weight5, in DPMatrix3x3 matrix5,
|
||||
out DPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
|
||||
sum.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * weight4) + matrix5.r1c3 * weight5;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
|
||||
sum.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * weight4) + matrix5.r2c3 * weight5;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4) + matrix5.r3c1 * weight5;
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4) + matrix5.r3c2 * weight5;
|
||||
sum.r3c3 = (matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2) + (matrix3.r3c3 * weight3 + matrix4.r3c3 * weight4) + matrix5.r3c3 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(in DPMatrix3x3 multiplicand, double multiplier, out DPMatrix3x3 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;
|
||||
|
||||
product.r3c1 = multiplicand.r3c1 * multiplier;
|
||||
product.r3c2 = multiplicand.r3c2 * multiplier;
|
||||
product.r3c3 = multiplicand.r3c3 * multiplier;
|
||||
}
|
||||
|
||||
public static void Divide(in DPMatrix3x3 dividend, double divisor, out DPMatrix3x3 quotient)
|
||||
{
|
||||
quotient.r1c1 = dividend.r1c1 / divisor;
|
||||
quotient.r1c2 = dividend.r1c2 / divisor;
|
||||
quotient.r1c3 = dividend.r1c3 / divisor;
|
||||
|
||||
quotient.r2c1 = dividend.r2c1 / divisor;
|
||||
quotient.r2c2 = dividend.r2c2 / divisor;
|
||||
quotient.r2c3 = dividend.r2c3 / divisor;
|
||||
|
||||
quotient.r3c1 = dividend.r3c1 / divisor;
|
||||
quotient.r3c2 = dividend.r3c2 / divisor;
|
||||
quotient.r3c3 = dividend.r3c3 / divisor;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(in DPMatrix3x3 matrix, in DPVector3 vector, out DPVector3 result)
|
||||
{
|
||||
double x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2 + matrix.r1c3 * vector.x3;
|
||||
double x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2 + matrix.r2c3 * vector.x3;
|
||||
double x3 = matrix.r3c1 * vector.x1 + matrix.r3c2 * vector.x2 + matrix.r3c3 * vector.x3;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
public static void GetLeftProduct(in DPVector3 vector, in DPMatrix3x3 matrix, out DPVector3 result)
|
||||
{
|
||||
double x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1 + vector.x3 * matrix.r3c1;
|
||||
double x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2 + vector.x3 * matrix.r3c2;
|
||||
double x3 = vector.x1 * matrix.r1c3 + vector.x2 * matrix.r2c3 + vector.x3 * matrix.r3c3;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
public static void LoadZero(out DPMatrix3x3 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;
|
||||
|
||||
matrix.r3c1 = 0.0;
|
||||
matrix.r3c2 = 0.0;
|
||||
matrix.r3c3 = 0.0;
|
||||
}
|
||||
|
||||
public static void LoadIdentity(out DPMatrix3x3 matrix)
|
||||
{
|
||||
matrix.r1c1 = 1.0;
|
||||
matrix.r1c2 = 0.0;
|
||||
matrix.r1c3 = 0.0;
|
||||
|
||||
matrix.r2c1 = 0.0;
|
||||
matrix.r2c2 = 1.0;
|
||||
matrix.r2c3 = 0.0;
|
||||
|
||||
matrix.r3c1 = 0.0;
|
||||
matrix.r3c2 = 0.0;
|
||||
matrix.r3c3 = 1.0;
|
||||
}
|
||||
|
||||
public static void LoadDiagonal(double d1, double d2, double d3, out DPMatrix3x3 matrix)
|
||||
{
|
||||
matrix.r1c1 = d1;
|
||||
matrix.r1c2 = 0.0;
|
||||
matrix.r1c3 = 0.0;
|
||||
|
||||
matrix.r2c1 = 0.0;
|
||||
matrix.r2c2 = d2;
|
||||
matrix.r2c3 = 0.0;
|
||||
|
||||
matrix.r3c1 = 0.0;
|
||||
matrix.r3c2 = 0.0;
|
||||
matrix.r3c3 = d3;
|
||||
}
|
||||
}
|
||||
}
|
||||
191
Geometry/DPMatrixProduct.cs
Normal file
191
Geometry/DPMatrixProduct.cs
Normal file
|
|
@ -0,0 +1,191 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 11 Nov 2024
|
||||
*/
|
||||
namespace Geometry
|
||||
{
|
||||
public class DPMatrixProduct
|
||||
{
|
||||
public static void Get2x2At2x2(in DPMatrix2x2 left, in DPMatrix2x2 right, out DPMatrix2x2 product)
|
||||
{
|
||||
double r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1;
|
||||
double r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2;
|
||||
|
||||
double r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1;
|
||||
double r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
}
|
||||
|
||||
public static void Get2x2At3x2(in DPMatrix2x2 left, in DPMatrix3x2 right, out DPMatrix3x2 product)
|
||||
{
|
||||
double r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1;
|
||||
double r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2;
|
||||
double r1c3 = left.r1c1 * right.r1c3 + left.r1c2 * right.r2c3;
|
||||
|
||||
double r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1;
|
||||
double r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2;
|
||||
double r2c3 = left.r2c1 * right.r1c3 + left.r2c2 * right.r2c3;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
product.r1c3 = r1c3;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
product.r2c3 = r2c3;
|
||||
}
|
||||
|
||||
public static void Get2x3At2x2(in DPMatrix2x3 left, in DPMatrix2x2 right, out DPMatrix2x3 product)
|
||||
{
|
||||
double r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1;
|
||||
double r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2;
|
||||
|
||||
double r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1;
|
||||
double r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2;
|
||||
|
||||
double r3c1 = left.r3c1 * right.r1c1 + left.r3c2 * right.r2c1;
|
||||
double r3c2 = left.r3c1 * right.r1c2 + left.r3c2 * right.r2c2;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
|
||||
product.r3c1 = r3c1;
|
||||
product.r3c2 = r3c2;
|
||||
}
|
||||
|
||||
public static void Get2x3At3x2(in DPMatrix2x3 left, in DPMatrix3x2 right, out DPMatrix3x3 product)
|
||||
{
|
||||
double r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1;
|
||||
double r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2;
|
||||
double r1c3 = left.r1c1 * right.r1c3 + left.r1c2 * right.r2c3;
|
||||
|
||||
double r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1;
|
||||
double r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2;
|
||||
double r2c3 = left.r2c1 * right.r1c3 + left.r2c2 * right.r2c3;
|
||||
|
||||
double r3c1 = left.r3c1 * right.r1c1 + left.r3c2 * right.r2c1;
|
||||
double r3c2 = left.r3c1 * right.r1c2 + left.r3c2 * right.r2c2;
|
||||
double r3c3 = left.r3c1 * right.r1c2 + left.r3c2 * right.r2c3;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
product.r1c3 = r1c3;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
product.r2c3 = r2c3;
|
||||
|
||||
product.r3c1 = r3c1;
|
||||
product.r3c2 = r3c2;
|
||||
product.r3c3 = r3c3;
|
||||
}
|
||||
|
||||
public static void Get3x2At3x3(in DPMatrix3x2 left, in DPMatrix3x3 right, out DPMatrix3x2 product)
|
||||
{
|
||||
double r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1 + left.r1c3 * right.r3c1;
|
||||
double r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2 + left.r1c3 * right.r3c2;
|
||||
double r1c3 = left.r1c1 * right.r1c3 + left.r1c2 * right.r2c3 + left.r1c3 * right.r3c3;
|
||||
|
||||
double r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1 + left.r2c3 * right.r3c1;
|
||||
double r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2 + left.r2c3 * right.r3c2;
|
||||
double r2c3 = left.r2c1 * right.r1c3 + left.r2c2 * right.r2c3 + left.r2c3 * right.r3c3;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
product.r1c3 = r1c3;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
product.r2c3 = r2c3;
|
||||
}
|
||||
|
||||
public static void Get3x2At2x3(in DPMatrix3x2 left, in DPMatrix2x3 right, out DPMatrix2x2 product)
|
||||
{
|
||||
double r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1 + left.r1c3 * right.r3c1;
|
||||
double r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2 + left.r1c3 * right.r3c2;
|
||||
|
||||
double r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1 + left.r2c3 * right.r3c1;
|
||||
double r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2 + left.r2c3 * right.r3c2;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
}
|
||||
|
||||
public static void Get3x3At2x3(in DPMatrix3x3 left, in DPMatrix2x3 right, out DPMatrix2x3 product)
|
||||
{
|
||||
double r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1 + left.r1c3 * right.r3c1;
|
||||
double r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2 + left.r1c3 * right.r3c2;
|
||||
|
||||
double r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1 + left.r2c3 * right.r3c1;
|
||||
double r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2 + left.r2c3 * right.r3c2;
|
||||
|
||||
double r3c1 = left.r3c1 * right.r1c1 + left.r3c2 * right.r2c1 + left.r3c3 * right.r3c1;
|
||||
double r3c2 = left.r3c1 * right.r1c2 + left.r3c2 * right.r2c2 + left.r3c3 * right.r3c2;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
|
||||
product.r3c1 = r3c1;
|
||||
product.r3c2 = r3c2;
|
||||
}
|
||||
|
||||
public static void Get3x3At3x3(in DPMatrix3x3 left, in DPMatrix3x3 right, out DPMatrix3x3 product)
|
||||
{
|
||||
double r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1 + left.r1c3 * right.r3c1;
|
||||
double r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2 + left.r1c3 * right.r3c2;
|
||||
double r1c3 = left.r1c1 * right.r1c3 + left.r1c2 * right.r2c3 + left.r1c3 * right.r3c3;
|
||||
|
||||
double r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1 + left.r2c3 * right.r3c1;
|
||||
double r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2 + left.r2c3 * right.r3c2;
|
||||
double r2c3 = left.r2c1 * right.r1c3 + left.r2c2 * right.r2c3 + left.r2c3 * right.r3c3;
|
||||
|
||||
double r3c1 = left.r3c1 * right.r1c1 + left.r3c2 * right.r2c1 + left.r3c3 * right.r3c1;
|
||||
double r3c2 = left.r3c1 * right.r1c2 + left.r3c2 * right.r2c2 + left.r3c3 * right.r3c2;
|
||||
double r3c3 = left.r3c1 * right.r1c3 + left.r3c2 * right.r2c3 + left.r3c3 * right.r3c3;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
product.r1c3 = r1c3;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
product.r2c3 = r2c3;
|
||||
|
||||
product.r3c1 = r3c1;
|
||||
product.r3c2 = r3c2;
|
||||
product.r3c3 = r3c3;
|
||||
}
|
||||
}
|
||||
}
|
||||
201
Geometry/DPQuaternion.cs
Normal file
201
Geometry/DPQuaternion.cs
Normal file
|
|
@ -0,0 +1,201 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct DPQuaternion
|
||||
{
|
||||
public double s0, x1, x2, x3;
|
||||
|
||||
public DPQuaternion(double s0, double x1, double x2, double x3)
|
||||
{
|
||||
this.s0 = s0;
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
}
|
||||
|
||||
public DPQuaternion(in SPQuaternion quaternion)
|
||||
{
|
||||
this.s0 = quaternion.s0;
|
||||
this.x1 = quaternion.x1;
|
||||
this.x2 = quaternion.x2;
|
||||
this.x3 = quaternion.x3;
|
||||
}
|
||||
|
||||
public DPQuaternion(in DPQuaternion quaternion)
|
||||
{
|
||||
this.s0 = quaternion.s0;
|
||||
this.x1 = quaternion.x1;
|
||||
this.x2 = quaternion.x2;
|
||||
this.x3 = quaternion.x3;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.s0 = 0.0;
|
||||
this.x1 = 0.0;
|
||||
this.x2 = 0.0;
|
||||
this.x3 = 0.0;
|
||||
}
|
||||
|
||||
public void Conjugate()
|
||||
{
|
||||
this.x1 = -this.x1;
|
||||
this.x2 = -this.x2;
|
||||
this.x3 = -this.x3;
|
||||
}
|
||||
|
||||
public readonly DPQuaternion GetConjugate()
|
||||
{
|
||||
return new DPQuaternion(this.s0, -this.x1, -this.x2, -this.x3);
|
||||
}
|
||||
|
||||
public void SetValues(double s0, double x1, double x2, double x3)
|
||||
{
|
||||
this.s0 = s0;
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
}
|
||||
|
||||
public void SetValues(in SPQuaternion quaternion)
|
||||
{
|
||||
this.s0 = quaternion.s0;
|
||||
this.x1 = quaternion.x1;
|
||||
this.x2 = quaternion.x2;
|
||||
this.x3 = quaternion.x3;
|
||||
}
|
||||
|
||||
public void SetValues(in DPQuaternion quaternion)
|
||||
{
|
||||
this.s0 = quaternion.s0;
|
||||
this.x1 = quaternion.x1;
|
||||
this.x2 = quaternion.x2;
|
||||
this.x3 = quaternion.x3;
|
||||
}
|
||||
|
||||
public readonly void MakeRotationMatrix(out DPMatrix3x3 matrix)
|
||||
{
|
||||
double s0s0 = this.s0 * this.s0;
|
||||
double x1x1 = this.x1 * this.x1;
|
||||
double x2x2 = this.x2 * this.x2;
|
||||
double x3x3 = this.x3 * this.x3;
|
||||
|
||||
double squareModule = (s0s0 + x1x1) + (x2x2 + x3x3);
|
||||
|
||||
if (-DPUtility.EPSYLON <= squareModule && squareModule <= DPUtility.EPSYLON)
|
||||
{
|
||||
DPMatrix3x3.LoadIdentity(out matrix);
|
||||
return;
|
||||
}
|
||||
|
||||
double corrector1;
|
||||
double corrector2;
|
||||
|
||||
if (1.0 - DPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0 + DPUtility.TWO_EPSYLON) {
|
||||
corrector1 = 2.0 - squareModule;
|
||||
corrector2 = 2.0 * corrector1;
|
||||
}
|
||||
else {
|
||||
corrector1 = 1.0 / squareModule;
|
||||
corrector2 = 2.0 / squareModule;
|
||||
}
|
||||
|
||||
double s0x1 = this.s0 * this.x1;
|
||||
double s0x2 = this.s0 * this.x2;
|
||||
double s0x3 = this.s0 * this.x3;
|
||||
double x1x2 = this.x1 * this.x2;
|
||||
double x1x3 = this.x1 * this.x3;
|
||||
double x2x3 = this.x2 * this.x3;
|
||||
|
||||
matrix.r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3));
|
||||
matrix.r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3));
|
||||
matrix.r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2));
|
||||
|
||||
matrix.r1c2 = corrector2 * (x1x2 - s0x3);
|
||||
matrix.r2c3 = corrector2 * (x2x3 - s0x1);
|
||||
matrix.r3c1 = corrector2 * (x1x3 - s0x2);
|
||||
|
||||
matrix.r2c1 = corrector2 * (x1x2 + s0x3);
|
||||
matrix.r3c2 = corrector2 * (x2x3 + s0x1);
|
||||
matrix.r1c3 = corrector2 * (x1x3 + s0x2);
|
||||
}
|
||||
|
||||
public readonly void MakeReverseMatrix(out DPMatrix3x3 matrix)
|
||||
{
|
||||
double s0s0 = this.s0 * this.s0;
|
||||
double x1x1 = this.x1 * this.x1;
|
||||
double x2x2 = this.x2 * this.x2;
|
||||
double x3x3 = this.x3 * this.x3;
|
||||
|
||||
double squareModule = (s0s0 + x1x1) + (x2x2 + x3x3);
|
||||
|
||||
if (-DPUtility.EPSYLON <= squareModule && squareModule <= DPUtility.EPSYLON)
|
||||
{
|
||||
DPMatrix3x3.LoadIdentity(out matrix);
|
||||
return;
|
||||
}
|
||||
|
||||
double corrector1;
|
||||
double corrector2;
|
||||
|
||||
if (1.0 - DPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0 + DPUtility.TWO_EPSYLON) {
|
||||
corrector1 = 2.0 - squareModule;
|
||||
corrector2 = 2.0 * corrector1;
|
||||
}
|
||||
else {
|
||||
corrector1 = 1.0 / squareModule;
|
||||
corrector2 = 2.0 / squareModule;
|
||||
}
|
||||
|
||||
double s0x1 = this.s0 * this.x1;
|
||||
double s0x2 = this.s0 * this.x2;
|
||||
double s0x3 = this.s0 * this.x3;
|
||||
double x1x2 = this.x1 * this.x2;
|
||||
double x1x3 = this.x1 * this.x3;
|
||||
double x2x3 = this.x2 * this.x3;
|
||||
|
||||
matrix.r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3));
|
||||
matrix.r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3));
|
||||
matrix.r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2));
|
||||
|
||||
matrix.r1c2 = corrector2 * (x1x2 + s0x3);
|
||||
matrix.r2c3 = corrector2 * (x2x3 + s0x1);
|
||||
matrix.r3c1 = corrector2 * (x1x3 + s0x2);
|
||||
|
||||
matrix.r2c1 = corrector2 * (x1x2 - s0x3);
|
||||
matrix.r3c2 = corrector2 * (x2x3 - s0x1);
|
||||
matrix.r1c3 = corrector2 * (x1x3 - s0x2);
|
||||
}
|
||||
|
||||
public static void Add(in DPQuaternion quaternion1, in DPQuaternion quaternion2, out DPQuaternion sum)
|
||||
{
|
||||
sum.s0 = quaternion1.s0 + quaternion2.s0;
|
||||
sum.x1 = quaternion1.x1 + quaternion2.x1;
|
||||
sum.x2 = quaternion1.x2 + quaternion2.x2;
|
||||
sum.x3 = quaternion1.x3 + quaternion2.x3;
|
||||
}
|
||||
|
||||
public static void Subtract(in DPQuaternion minuend, in DPQuaternion subtrahend, out DPQuaternion difference)
|
||||
{
|
||||
difference.s0 = minuend.s0 - subtrahend.s0;
|
||||
difference.x1 = minuend.x1 - subtrahend.x1;
|
||||
difference.x2 = minuend.x2 - subtrahend.x2;
|
||||
difference.x3 = minuend.x3 - subtrahend.x3;
|
||||
}
|
||||
|
||||
public static void Multiply(in DPQuaternion left, in DPQuaternion right, out DPQuaternion product)
|
||||
{
|
||||
double s0 = (left.s0 * right.s0 - left.x1 * right.x1) - (left.x2 * right.x2 + left.x3 * right.x3);
|
||||
double x1 = (left.x1 * right.s0 + left.s0 * right.x1) - (left.x3 * right.x2 - left.x2 * right.x3);
|
||||
double x2 = (left.x2 * right.s0 + left.s0 * right.x2) - (left.x1 * right.x3 - left.x3 * right.x1);
|
||||
double x3 = (left.x3 * right.s0 + left.s0 * right.x3) - (left.x2 * right.x1 - left.x1 * right.x2);
|
||||
|
||||
product.s0 = s0;
|
||||
product.x1 = x1;
|
||||
product.x2 = x2;
|
||||
product.x3 = x3;
|
||||
}
|
||||
}
|
||||
}
|
||||
20
Geometry/DPUtility.cs
Normal file
20
Geometry/DPUtility.cs
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
using System;
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public class DPUtility
|
||||
{
|
||||
public const double EPSYLON = 5E-14;
|
||||
public const double TWO_EPSYLON = 1E-13;
|
||||
public const double SQUARE_EPSYLON = 2.5E-27;
|
||||
|
||||
public const double EPSYLON_EFFECTIVENESS_LIMIT = 1.0;
|
||||
|
||||
public const double ONE_THIRD = 0.333333333333333333;
|
||||
public const double ONE_SIXTH = 0.166666666666666667;
|
||||
public const double ONE_NINETH = 0.111111111111111111;
|
||||
|
||||
public const double GOLDEN_RATIO_HIGH = 1.61803398874989485;
|
||||
public const double GOLDEN_RATIO_LOW = 0.61803398874989485;
|
||||
}
|
||||
}
|
||||
383
Geometry/DPVector2.cs
Normal file
383
Geometry/DPVector2.cs
Normal file
|
|
@ -0,0 +1,383 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 1 Feb 2019
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct DPVector2
|
||||
{
|
||||
public static readonly DPVector2 ZERO = new DPVector2(0.0, 0.0);
|
||||
|
||||
public double x1;
|
||||
public double x2;
|
||||
|
||||
public DPVector2(double x1, double x2)
|
||||
{
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
}
|
||||
|
||||
public DPVector2(in DPVector2 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
}
|
||||
|
||||
public DPVector2(in SPVector2 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
}
|
||||
|
||||
public readonly double GetSquareModule()
|
||||
{
|
||||
return this.x1 * this.x1 + this.x2 * this.x2;
|
||||
}
|
||||
|
||||
public readonly double GetModule()
|
||||
{
|
||||
return Math.Sqrt(this.GetSquareModule());
|
||||
}
|
||||
|
||||
public int Normalize()
|
||||
{
|
||||
double squareModule = this.GetSquareModule();
|
||||
|
||||
if (1.0 - DPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0 + DPUtility.TWO_EPSYLON)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (squareModule <= DPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
this.Reset();
|
||||
return 0;
|
||||
}
|
||||
|
||||
double module = Math.Sqrt(squareModule);
|
||||
|
||||
this.x1 /= module;
|
||||
this.x2 /= module;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
public readonly DPVector2 GetNormalized()
|
||||
{
|
||||
double squareModule = this.GetSquareModule();
|
||||
|
||||
if (1.0 - DPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0 + DPUtility.TWO_EPSYLON)
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
if (squareModule <= DPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return ZERO;
|
||||
}
|
||||
|
||||
double module = Math.Sqrt(squareModule);
|
||||
|
||||
return new DPVector2(
|
||||
this.x1 / module,
|
||||
this.x2 / module
|
||||
);
|
||||
}
|
||||
|
||||
public void Invert()
|
||||
{
|
||||
this.x1 = -this.x1;
|
||||
this.x2 = -this.x2;
|
||||
}
|
||||
|
||||
public readonly DPVector2 GetInverted()
|
||||
{
|
||||
return new DPVector2(-this.x1, -this.x2);
|
||||
}
|
||||
|
||||
public readonly bool IsZero()
|
||||
{
|
||||
return this.GetSquareModule() <= DPUtility.SQUARE_EPSYLON;
|
||||
}
|
||||
|
||||
public readonly bool IsUnit()
|
||||
{
|
||||
double squareModule = this.GetSquareModule();
|
||||
return 1.0 - DPUtility.TWO_EPSYLON <= squareModule && squareModule <= DPUtility.EPSYLON;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.x1 = 0.0;
|
||||
this.x2 = 0.0;
|
||||
}
|
||||
|
||||
public void SetValues(double x1, double x2)
|
||||
{
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
}
|
||||
|
||||
public void SetValues(in SPVector2 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
}
|
||||
|
||||
public void SetValues(in DPVector2 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
}
|
||||
|
||||
public readonly override string ToString()
|
||||
{
|
||||
return String.Format("DPVector2({0}, {1})", this.x1, this.x2);
|
||||
}
|
||||
|
||||
public static void Add(in DPVector2 vector1, in DPVector2 vector2, out DPVector2 sum)
|
||||
{
|
||||
sum.x1 = vector1.x1 + vector2.x1;
|
||||
sum.x2 = vector1.x2 + vector2.x2;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
in DPVector2 vector1,
|
||||
in DPVector2 vector2,
|
||||
in DPVector2 vector3,
|
||||
out DPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 + vector2.x1 + vector3.x1;
|
||||
sum.x2 = vector1.x2 + vector2.x2 + vector3.x2;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
in DPVector2 vector1,
|
||||
in DPVector2 vector2,
|
||||
in DPVector2 vector3,
|
||||
in DPVector2 vector4,
|
||||
out DPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1);
|
||||
sum.x2 = (vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
in DPVector2 vector1,
|
||||
in DPVector2 vector2,
|
||||
in DPVector2 vector3,
|
||||
in DPVector2 vector4,
|
||||
in DPVector2 vector5,
|
||||
out DPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1) + vector5.x1;
|
||||
sum.x2 = (vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2) + vector5.x2;
|
||||
}
|
||||
|
||||
public static void Subtract(in DPVector2 minuend, in DPVector2 subtrahend, out DPVector2 difference)
|
||||
{
|
||||
difference.x1 = minuend.x1 - subtrahend.x1;
|
||||
difference.x2 = minuend.x2 - subtrahend.x2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
double weight1, in DPVector2 vector1,
|
||||
double weight2, in DPVector2 vector2,
|
||||
out DPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 * weight1 + vector2.x1 * weight2;
|
||||
sum.x2 = vector1.x2 * weight1 + vector2.x2 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
double weight1, in DPVector2 vector1,
|
||||
double weight2, in DPVector2 vector2,
|
||||
double weight3, in DPVector2 vector3,
|
||||
out DPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 * weight1 + vector2.x1 * weight2 + vector3.x1 * weight3;
|
||||
sum.x2 = vector1.x2 * weight1 + vector2.x2 * weight2 + vector3.x2 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
double weight1, in DPVector2 vector1,
|
||||
double weight2, in DPVector2 vector2,
|
||||
double weight3, in DPVector2 vector3,
|
||||
double weight4, in DPVector2 vector4,
|
||||
out DPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 * weight1 + vector2.x1 * weight2) + (vector3.x1 * weight3 + vector4.x1 * weight4);
|
||||
sum.x2 = (vector1.x2 * weight1 + vector2.x2 * weight2) + (vector3.x2 * weight3 + vector4.x2 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
double weight1, in DPVector2 vector1,
|
||||
double weight2, in DPVector2 vector2,
|
||||
double weight3, in DPVector2 vector3,
|
||||
double weight4, in DPVector2 vector4,
|
||||
double weight5, in DPVector2 vector5,
|
||||
out DPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 * weight1 + vector2.x1 * weight2) + (vector3.x1 * weight3 + vector4.x1 * weight4) + vector5.x1 * weight5;
|
||||
sum.x2 = (vector1.x2 * weight1 + vector2.x2 * weight2) + (vector3.x2 * weight3 + vector4.x2 * weight4) + vector5.x2 * weight5;
|
||||
}
|
||||
|
||||
public static void Muliply(in DPVector2 multiplicand, double multiplier, out DPVector2 product)
|
||||
{
|
||||
product.x1 = multiplicand.x1 * multiplier;
|
||||
product.x2 = multiplicand.x2 * multiplier;
|
||||
}
|
||||
|
||||
public static void Divide(in DPVector2 dividend, double divisor, out DPVector2 quotient)
|
||||
{
|
||||
quotient.x1 = dividend.x1 / divisor;
|
||||
quotient.x2 = dividend.x2 / divisor;
|
||||
}
|
||||
|
||||
public static void GetMean2(
|
||||
in DPVector2 vector1,
|
||||
in DPVector2 vector2,
|
||||
out DPVector2 result
|
||||
)
|
||||
{
|
||||
result.x1 = (vector1.x1 + vector2.x1) * 0.5;
|
||||
result.x2 = (vector1.x2 + vector2.x2) * 0.5;
|
||||
}
|
||||
|
||||
public static void GetMean3(
|
||||
in DPVector2 vector1,
|
||||
in DPVector2 vector2,
|
||||
in DPVector2 vector3,
|
||||
out DPVector2 result
|
||||
)
|
||||
{
|
||||
result.x1 = (vector1.x1 + vector2.x1 + vector3.x1) * DPUtility.ONE_THIRD;
|
||||
result.x2 = (vector1.x2 + vector2.x2 + vector3.x2) * DPUtility.ONE_THIRD;
|
||||
}
|
||||
|
||||
public static void GetMean4(
|
||||
in DPVector2 vector1,
|
||||
in DPVector2 vector2,
|
||||
in DPVector2 vector3,
|
||||
in DPVector2 vector4,
|
||||
out DPVector2 result
|
||||
)
|
||||
{
|
||||
result.x1 = ((vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1)) * 0.25;
|
||||
result.x2 = ((vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2)) * 0.25;
|
||||
}
|
||||
|
||||
public static void GetMean5(
|
||||
in DPVector2 vector1,
|
||||
in DPVector2 vector2,
|
||||
in DPVector2 vector3,
|
||||
in DPVector2 vector4,
|
||||
in DPVector2 vector5,
|
||||
out DPVector2 result
|
||||
)
|
||||
{
|
||||
result.x1 = ((vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1) + vector5.x1) * 0.2;
|
||||
result.x2 = ((vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2) + vector5.x2) * 0.2;
|
||||
}
|
||||
|
||||
public static double GetScalarProduct(in DPVector2 vector1, in DPVector2 vector2)
|
||||
{
|
||||
return vector1.x1 * vector2.x1 + vector1.x2 * vector2.x2;
|
||||
}
|
||||
|
||||
public static double GetCrossProduct(in DPVector2 vector1, in DPVector2 vector2)
|
||||
{
|
||||
return vector1.x1 * vector2.x2 - vector1.x2 * vector2.x1;
|
||||
}
|
||||
|
||||
public static double GetAngle(in DPVector2 vector1, in DPVector2 vector2, AngleUnit unit)
|
||||
{
|
||||
double squareModule1 = vector1.GetSquareModule();
|
||||
|
||||
if (squareModule1 <= DPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double squareModule2 = vector2.GetSquareModule();
|
||||
|
||||
if (squareModule2 <= DPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double cosine = DPVector2.GetScalarProduct(vector1, vector2) / Math.Sqrt(squareModule1 * squareModule2);
|
||||
|
||||
if (1.0 - DPUtility.EPSYLON <= cosine)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
if (cosine <= -(1.0 - DPUtility.EPSYLON))
|
||||
{
|
||||
return DPAngle.GetHalfCircle(unit);
|
||||
}
|
||||
|
||||
return DPAngle.ConvertFromRadians(Math.Acos(cosine), unit);
|
||||
}
|
||||
|
||||
public static double GetSquareDistance(in DPVector2 vector1, in DPVector2 vector2)
|
||||
{
|
||||
double dx1 = vector1.x1 - vector2.x1;
|
||||
double dx2 = vector1.x2 - vector2.x2;
|
||||
|
||||
return dx1 * dx1 + dx2 * dx2;
|
||||
}
|
||||
|
||||
public static double GetDistance(in DPVector2 vector1, in DPVector2 vector2)
|
||||
{
|
||||
return Math.Sqrt(GetSquareDistance(vector1, vector2));
|
||||
}
|
||||
|
||||
public static bool AreEqual(in DPVector2 vector1, in DPVector2 vector2)
|
||||
{
|
||||
double squareModule1 = vector1.GetSquareModule();
|
||||
double squareModule2 = vector2.GetSquareModule();
|
||||
double squareModule3 = GetSquareDistance(vector1, vector2);
|
||||
|
||||
// 2.0 means dimension amount
|
||||
if (squareModule1 < DPUtility.EPSYLON_EFFECTIVENESS_LIMIT || squareModule2 < DPUtility.EPSYLON_EFFECTIVENESS_LIMIT)
|
||||
{
|
||||
return squareModule3 < (2.0 * DPUtility.SQUARE_EPSYLON);
|
||||
}
|
||||
|
||||
if (squareModule1 <= squareModule2)
|
||||
{
|
||||
return squareModule3 <= (2.0 * DPUtility.SQUARE_EPSYLON) * squareModule2;
|
||||
}
|
||||
|
||||
return squareModule3 <= (2.0 * DPUtility.SQUARE_EPSYLON) * squareModule1;
|
||||
}
|
||||
}
|
||||
}
|
||||
435
Geometry/DPVector3.cs
Normal file
435
Geometry/DPVector3.cs
Normal file
|
|
@ -0,0 +1,435 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 1 Feb 2019
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct DPVector3
|
||||
{
|
||||
public static readonly DPVector3 ZERO = new DPVector3(0.0, 0.0, 0.0);
|
||||
|
||||
public double x1;
|
||||
public double x2;
|
||||
public double x3;
|
||||
|
||||
public DPVector3(double x1, double x2, double x3)
|
||||
{
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
}
|
||||
|
||||
public DPVector3(in DPVector3 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
this.x3 = vector.x3;
|
||||
}
|
||||
|
||||
public DPVector3(in SPVector3 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
this.x3 = vector.x3;
|
||||
}
|
||||
|
||||
public readonly double GetSquareModule()
|
||||
{
|
||||
return this.x1 * this.x1 + this.x2 * this.x2 + this.x3 * this.x3;
|
||||
}
|
||||
|
||||
public readonly double GetModule()
|
||||
{
|
||||
return Math.Sqrt(this.GetSquareModule());
|
||||
}
|
||||
|
||||
public int Normalize()
|
||||
{
|
||||
double squareModule = this.GetSquareModule();
|
||||
|
||||
if (1.0 - DPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0 + DPUtility.TWO_EPSYLON)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (squareModule <= DPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
this.Reset();
|
||||
return 0;
|
||||
}
|
||||
|
||||
double module = Math.Sqrt(squareModule);
|
||||
|
||||
this.x1 /= module;
|
||||
this.x2 /= module;
|
||||
this.x3 /= module;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
public readonly DPVector3 GetNormalized()
|
||||
{
|
||||
double squareModule = this.GetSquareModule();
|
||||
|
||||
if (1.0 - DPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0 + DPUtility.TWO_EPSYLON)
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
if (squareModule <= DPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return ZERO;
|
||||
}
|
||||
|
||||
double module = Math.Sqrt(squareModule);
|
||||
|
||||
return new DPVector3(
|
||||
this.x1 / module,
|
||||
this.x2 / module,
|
||||
this.x3 / module
|
||||
);
|
||||
}
|
||||
|
||||
public void Invert()
|
||||
{
|
||||
this.x1 = -this.x1;
|
||||
this.x2 = -this.x2;
|
||||
this.x3 = -this.x3;
|
||||
}
|
||||
|
||||
public readonly DPVector3 GetInverted()
|
||||
{
|
||||
return new DPVector3(-this.x1, -this.x2, -this.x3);
|
||||
}
|
||||
|
||||
public readonly bool IsZero()
|
||||
{
|
||||
return this.GetSquareModule() <= DPUtility.SQUARE_EPSYLON;
|
||||
}
|
||||
|
||||
public readonly bool IsUnit()
|
||||
{
|
||||
double squareModule = this.GetSquareModule();
|
||||
return 1.0 - DPUtility.TWO_EPSYLON <= squareModule && squareModule <= DPUtility.EPSYLON;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.x1 = 0.0;
|
||||
this.x2 = 0.0;
|
||||
this.x3 = 0.0;
|
||||
}
|
||||
|
||||
public void SetValues(double x1, double x2, double x3)
|
||||
{
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
}
|
||||
|
||||
public void SetValues(in SPVector3 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
this.x3 = vector.x3;
|
||||
}
|
||||
|
||||
public void SetValues(in DPVector3 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
this.x3 = vector.x3;
|
||||
}
|
||||
|
||||
public readonly override string ToString()
|
||||
{
|
||||
return String.Format("DPVector3({0}, {1}, {2})", this.x1, this.x2, this.x3);
|
||||
}
|
||||
|
||||
public static void Add(in DPVector3 vector1, in DPVector3 vector2, out DPVector3 sum)
|
||||
{
|
||||
sum.x1 = vector1.x1 + vector2.x1;
|
||||
sum.x2 = vector1.x2 + vector2.x2;
|
||||
sum.x3 = vector1.x3 + vector2.x3;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
in DPVector3 vector1,
|
||||
in DPVector3 vector2,
|
||||
in DPVector3 vector3,
|
||||
out DPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 + vector2.x1 + vector3.x1;
|
||||
sum.x2 = vector1.x2 + vector2.x2 + vector3.x2;
|
||||
sum.x3 = vector1.x3 + vector2.x3 + vector3.x3;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
in DPVector3 vector1,
|
||||
in DPVector3 vector2,
|
||||
in DPVector3 vector3,
|
||||
in DPVector3 vector4,
|
||||
out DPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1);
|
||||
sum.x2 = (vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2);
|
||||
sum.x3 = (vector1.x3 + vector2.x3) + (vector3.x3 + vector4.x3);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
in DPVector3 vector1,
|
||||
in DPVector3 vector2,
|
||||
in DPVector3 vector3,
|
||||
in DPVector3 vector4,
|
||||
in DPVector3 vector5,
|
||||
out DPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1) + vector5.x1;
|
||||
sum.x2 = (vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2) + vector5.x2;
|
||||
sum.x3 = (vector1.x3 + vector2.x3) + (vector3.x3 + vector4.x3) + vector5.x3;
|
||||
}
|
||||
|
||||
public static void Subtract(in DPVector3 minuend, in DPVector3 subtrahend, out DPVector3 difference)
|
||||
{
|
||||
difference.x1 = minuend.x1 - subtrahend.x1;
|
||||
difference.x2 = minuend.x2 - subtrahend.x2;
|
||||
difference.x3 = minuend.x3 - subtrahend.x3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
double weight1, in DPVector3 vector1,
|
||||
double weight2, in DPVector3 vector2,
|
||||
out DPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 * weight1 + vector2.x1 * weight2;
|
||||
sum.x2 = vector1.x2 * weight1 + vector2.x2 * weight2;
|
||||
sum.x3 = vector1.x3 * weight1 + vector2.x3 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
double weight1, in DPVector3 vector1,
|
||||
double weight2, in DPVector3 vector2,
|
||||
double weight3, in DPVector3 vector3,
|
||||
out DPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 * weight1 + vector2.x1 * weight2 + vector3.x1 * weight3;
|
||||
sum.x2 = vector1.x2 * weight1 + vector2.x2 * weight2 + vector3.x2 * weight3;
|
||||
sum.x3 = vector1.x3 * weight1 + vector2.x3 * weight2 + vector3.x3 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
double weight1, in DPVector3 vector1,
|
||||
double weight2, in DPVector3 vector2,
|
||||
double weight3, in DPVector3 vector3,
|
||||
double weight4, in DPVector3 vector4,
|
||||
out DPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 * weight1 + vector2.x1 * weight2) + (vector3.x1 * weight3 + vector4.x1 * weight4);
|
||||
sum.x2 = (vector1.x2 * weight1 + vector2.x2 * weight2) + (vector3.x2 * weight3 + vector4.x2 * weight4);
|
||||
sum.x3 = (vector1.x3 * weight1 + vector2.x3 * weight2) + (vector3.x3 * weight3 + vector4.x3 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
double weight1, in DPVector3 vector1,
|
||||
double weight2, in DPVector3 vector2,
|
||||
double weight3, in DPVector3 vector3,
|
||||
double weight4, in DPVector3 vector4,
|
||||
double weight5, in DPVector3 vector5,
|
||||
out DPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 * weight1 + vector2.x1 * weight2) + (vector3.x1 * weight3 + vector4.x1 * weight4) + vector5.x1 * weight5;
|
||||
sum.x2 = (vector1.x2 * weight1 + vector2.x2 * weight2) + (vector3.x2 * weight3 + vector4.x2 * weight4) + vector5.x2 * weight5;
|
||||
sum.x3 = (vector1.x3 * weight1 + vector2.x3 * weight2) + (vector3.x3 * weight3 + vector4.x3 * weight4) + vector5.x3 * weight5;
|
||||
}
|
||||
|
||||
public static void Muliply(in DPVector3 multiplicand, double multiplier, out DPVector3 product)
|
||||
{
|
||||
product.x1 = multiplicand.x1 * multiplier;
|
||||
product.x2 = multiplicand.x2 * multiplier;
|
||||
product.x3 = multiplicand.x3 * multiplier;
|
||||
}
|
||||
|
||||
public static void Divide(in DPVector3 dividend, double divisor, out DPVector3 quotient)
|
||||
{
|
||||
quotient.x1 = dividend.x1 / divisor;
|
||||
quotient.x2 = dividend.x2 / divisor;
|
||||
quotient.x3 = dividend.x3 / divisor;
|
||||
}
|
||||
|
||||
public static void GetMean2(
|
||||
in DPVector3 vector1,
|
||||
in DPVector3 vector2,
|
||||
out DPVector3 result
|
||||
)
|
||||
{
|
||||
result.x1 = (vector1.x1 + vector2.x1) * 0.5;
|
||||
result.x2 = (vector1.x2 + vector2.x2) * 0.5;
|
||||
result.x3 = (vector1.x3 + vector2.x3) * 0.5;
|
||||
}
|
||||
|
||||
public static void GetMean3(
|
||||
in DPVector3 vector1,
|
||||
in DPVector3 vector2,
|
||||
in DPVector3 vector3,
|
||||
out DPVector3 result
|
||||
)
|
||||
{
|
||||
result.x1 = (vector1.x1 + vector2.x1 + vector3.x1) * DPUtility.ONE_THIRD;
|
||||
result.x2 = (vector1.x2 + vector2.x2 + vector3.x2) * DPUtility.ONE_THIRD;
|
||||
result.x3 = (vector1.x3 + vector2.x3 + vector3.x3) * DPUtility.ONE_THIRD;
|
||||
}
|
||||
|
||||
public static void GetMean4(
|
||||
in DPVector3 vector1,
|
||||
in DPVector3 vector2,
|
||||
in DPVector3 vector3,
|
||||
in DPVector3 vector4,
|
||||
out DPVector3 result
|
||||
)
|
||||
{
|
||||
result.x1 = ((vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1)) * 0.25;
|
||||
result.x2 = ((vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2)) * 0.25;
|
||||
result.x3 = ((vector1.x3 + vector2.x3) + (vector3.x3 + vector4.x3)) * 0.25;
|
||||
}
|
||||
|
||||
public static void GetMean5(
|
||||
in DPVector3 vector1,
|
||||
in DPVector3 vector2,
|
||||
in DPVector3 vector3,
|
||||
in DPVector3 vector4,
|
||||
in DPVector3 vector5,
|
||||
out DPVector3 result
|
||||
)
|
||||
{
|
||||
result.x1 = ((vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1) + vector5.x1) * 0.2;
|
||||
result.x2 = ((vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2) + vector5.x2) * 0.2;
|
||||
result.x3 = ((vector1.x3 + vector2.x3) + (vector3.x3 + vector4.x3) + vector5.x3) * 0.2;
|
||||
}
|
||||
|
||||
public static double GetScalarProduct(in DPVector3 vector1, in DPVector3 vector2)
|
||||
{
|
||||
return vector1.x1 * vector2.x1 + vector1.x2 * vector2.x2 + vector1.x3 * vector2.x3;
|
||||
}
|
||||
|
||||
public static void GetCrossProduct(in DPVector3 vector1, in DPVector3 vector2, out DPVector3 result)
|
||||
{
|
||||
double x1 = vector1.x2 * vector2.x3 - vector1.x3 * vector2.x2;
|
||||
double x2 = vector1.x3 * vector2.x1 - vector1.x1 * vector2.x3;
|
||||
double x3 = vector1.x1 * vector2.x2 - vector1.x2 * vector2.x1;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
public static double GetTripleProduct(in DPVector3 vector1, in DPVector3 vector2, in DPVector3 vector3)
|
||||
{
|
||||
return vector1.x1 * (vector2.x2 * vector3.x3 - vector2.x3 * vector3.x2)
|
||||
+ vector1.x2 * (vector2.x3 * vector3.x1 - vector2.x1 * vector3.x3)
|
||||
+ vector1.x3 * (vector2.x1 * vector3.x2 - vector2.x2 * vector3.x1);
|
||||
}
|
||||
|
||||
public static void GetDoubleCrossProduct(in DPVector3 vector1, in DPVector3 vector2, in DPVector3 vector3, out DPVector3 result)
|
||||
{
|
||||
// [a x [b x c]] = b * (a, c) - c * (a, b)
|
||||
double ac = GetScalarProduct(vector1, vector3);
|
||||
double ab = GetScalarProduct(vector1, vector2);
|
||||
|
||||
result.x1 = ac * vector2.x1 - ab * vector3.x1;
|
||||
result.x2 = ac * vector2.x2 - ab * vector3.x2;
|
||||
result.x3 = ac * vector2.x3 - ab * vector3.x3;
|
||||
}
|
||||
|
||||
public static double GetAngle(in DPVector3 vector1, in DPVector3 vector2, AngleUnit unit)
|
||||
{
|
||||
double squareModule1 = vector1.GetSquareModule();
|
||||
|
||||
if (squareModule1 <= DPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double squareModule2 = vector2.GetSquareModule();
|
||||
|
||||
if (squareModule2 <= DPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
double cosine = DPVector3.GetScalarProduct(vector1, vector2) / Math.Sqrt(squareModule1 * squareModule2);
|
||||
|
||||
if (1.0 - DPUtility.EPSYLON <= cosine)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
if (cosine <= -(1.0 - DPUtility.EPSYLON))
|
||||
{
|
||||
return DPAngle.GetHalfCircle(unit);
|
||||
}
|
||||
|
||||
return DPAngle.ConvertFromRadians(Math.Acos(cosine), unit);
|
||||
}
|
||||
|
||||
public static double GetSquareDistance(in DPVector3 vector1, in DPVector3 vector2)
|
||||
{
|
||||
double dx1 = vector1.x1 - vector2.x1;
|
||||
double dx2 = vector1.x2 - vector2.x2;
|
||||
double dx3 = vector1.x3 - vector2.x3;
|
||||
|
||||
return dx1 * dx1 + dx2 * dx2 + dx3 * dx3;
|
||||
}
|
||||
|
||||
public static double GetDistance(in DPVector3 vector1, in DPVector3 vector2)
|
||||
{
|
||||
return Math.Sqrt(GetSquareDistance(vector1, vector2));
|
||||
}
|
||||
|
||||
public static bool AreEqual(in DPVector3 vector1, in DPVector3 vector2)
|
||||
{
|
||||
double squareModule1 = vector1.GetSquareModule();
|
||||
double squareModule2 = vector2.GetSquareModule();
|
||||
double squareModule3 = GetSquareDistance(vector1, vector2);
|
||||
|
||||
// 3.0 means dimension amount
|
||||
if (squareModule1 < DPUtility.EPSYLON_EFFECTIVENESS_LIMIT || squareModule2 < DPUtility.EPSYLON_EFFECTIVENESS_LIMIT)
|
||||
{
|
||||
return squareModule3 < (3.0 * DPUtility.SQUARE_EPSYLON);
|
||||
}
|
||||
|
||||
if (squareModule1 <= squareModule2)
|
||||
{
|
||||
return squareModule3 <= (3.0 * DPUtility.SQUARE_EPSYLON) * squareModule2;
|
||||
}
|
||||
|
||||
return squareModule3 <= (3.0 * DPUtility.SQUARE_EPSYLON) * squareModule1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
359
Geometry/DPVersor.cs
Normal file
359
Geometry/DPVersor.cs
Normal file
|
|
@ -0,0 +1,359 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 20 Oct 2024
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct DPVersor
|
||||
{
|
||||
public static readonly DPVersor IDLE = new DPVersor(1.0, 0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
private double s0;
|
||||
private double x1;
|
||||
private double x2;
|
||||
private double x3;
|
||||
private double corrector;
|
||||
|
||||
private DPVersor(double s0, double x1, double x2, double x3, double corrector)
|
||||
{
|
||||
this.s0 = s0;
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
this.corrector = corrector;
|
||||
}
|
||||
|
||||
public DPVersor()
|
||||
{
|
||||
this.s0 = 1.0;
|
||||
this.x1 = 0.0;
|
||||
this.x2 = 0.0;
|
||||
this.x3 = 0.0;
|
||||
this.corrector = 1.0;
|
||||
}
|
||||
|
||||
public DPVersor(double s0, double x1, double x2, double x3)
|
||||
{
|
||||
this.s0 = s0;
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
|
||||
double squareModule = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
|
||||
|
||||
this.corrector = 2.0 - squareModule;
|
||||
|
||||
if (squareModule < 1.0 - DPUtility.TWO_EPSYLON || 1.0 + DPUtility.TWO_EPSYLON < squareModule)
|
||||
{
|
||||
this.Normalize(squareModule);
|
||||
}
|
||||
}
|
||||
|
||||
public DPVersor(in DPVersor versor)
|
||||
{
|
||||
this.s0 = versor.s0;
|
||||
this.x1 = versor.x1;
|
||||
this.x2 = versor.x2;
|
||||
this.x3 = versor.x3;
|
||||
this.corrector = versor.corrector;
|
||||
}
|
||||
|
||||
public DPVersor(in SPVersor versor)
|
||||
{
|
||||
this.s0 = versor.GetScalar();
|
||||
this.x1 = versor.GetX1();
|
||||
this.x2 = versor.GetX2();
|
||||
this.x3 = versor.GetX3();
|
||||
|
||||
double squareModule = (this.s0 * this.s0 + this.x1 * this.x1) + (this.x2 * this.x2 + this.x3 * this.x3);
|
||||
|
||||
this.corrector = 2.0 - squareModule;
|
||||
|
||||
if (squareModule < 1.0 - DPUtility.TWO_EPSYLON || 1.0 + DPUtility.TWO_EPSYLON < squareModule)
|
||||
{
|
||||
this.Normalize(squareModule);
|
||||
}
|
||||
}
|
||||
|
||||
public readonly double GetScalar()
|
||||
{
|
||||
return this.s0;
|
||||
}
|
||||
|
||||
public readonly double GetX1()
|
||||
{
|
||||
return this.x1;
|
||||
}
|
||||
|
||||
public readonly double GetX2()
|
||||
{
|
||||
return this.x2;
|
||||
}
|
||||
|
||||
public readonly double GetX3()
|
||||
{
|
||||
return this.x3;
|
||||
}
|
||||
|
||||
public readonly double GetCorrector()
|
||||
{
|
||||
return this.corrector;
|
||||
}
|
||||
|
||||
public readonly bool IsIdle()
|
||||
{
|
||||
return this.s0 <= -(1.0 - DPUtility.EPSYLON) || (1.0 - DPUtility.EPSYLON) <= this.s0;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.s0 = 1.0;
|
||||
this.x1 = 0.0;
|
||||
this.x2 = 0.0;
|
||||
this.x3 = 0.0;
|
||||
this.corrector = 1.0;
|
||||
}
|
||||
|
||||
public void Invert()
|
||||
{
|
||||
this.x1 = -this.x1;
|
||||
this.x2 = -this.x2;
|
||||
this.x3 = -this.x3;
|
||||
}
|
||||
|
||||
public readonly double GetAngle(AngleUnit unit)
|
||||
{
|
||||
if (this.s0 <= -(1.0 - DPUtility.TWO_EPSYLON) || 1.0 - DPUtility.TWO_EPSYLON <= this.s0) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
if (-DPUtility.EPSYLON <= this.s0 && this.s0 <= DPUtility.EPSYLON)
|
||||
{
|
||||
return DPAngle.GetHalfCircle(unit);
|
||||
}
|
||||
|
||||
return DPAngle.ConvertFromRadians(2.0 * Math.Acos(s0), unit);
|
||||
}
|
||||
|
||||
public readonly void MakeRotationMatrix(out DPMatrix3x3 matrix)
|
||||
{
|
||||
double s0s0 = this.s0 * this.s0;
|
||||
double x1x1 = this.x1 * this.x1;
|
||||
double x2x2 = this.x1 * this.x2;
|
||||
double x3x3 = this.x1 * this.x3;
|
||||
|
||||
|
||||
double s0x1 = this.s0 * this.x1;
|
||||
double s0x2 = this.s0 * this.x2;
|
||||
double s0x3 = this.s0 * this.x3;
|
||||
|
||||
double x1x2 = this.x1 * this.x2;
|
||||
double x1x3 = this.x1 * this.x3;
|
||||
double x2x3 = this.x2 * this.x3;
|
||||
|
||||
double corrector2 = 2.0 * this.corrector;
|
||||
|
||||
matrix.r1c1 = this.corrector * ((s0s0 + x1x1) - (x2x2 + x3x3));
|
||||
matrix.r2c2 = this.corrector * ((s0s0 + x2x2) - (x1x1 + x3x3));
|
||||
matrix.r3c3 = this.corrector * ((s0s0 + x3x3) - (x1x1 + x2x2));
|
||||
|
||||
matrix.r1c2 = corrector2 * (x1x2 - s0x3);
|
||||
matrix.r2c3 = corrector2 * (x2x3 - s0x1);
|
||||
matrix.r3c1 = corrector2 * (x1x3 - s0x2);
|
||||
|
||||
matrix.r2c1 = corrector2 * (x1x2 + s0x3);
|
||||
matrix.r3c2 = corrector2 * (x2x3 + s0x1);
|
||||
matrix.r1c3 = corrector2 * (x1x3 + s0x2);
|
||||
}
|
||||
|
||||
public readonly void MakeReverseMatrix(out DPMatrix3x3 matrix)
|
||||
{
|
||||
double s0s0 = this.s0 * this.s0;
|
||||
double x1x1 = this.x1 * this.x1;
|
||||
double x2x2 = this.x1 * this.x2;
|
||||
double x3x3 = this.x1 * this.x3;
|
||||
|
||||
|
||||
double s0x1 = this.s0 * this.x1;
|
||||
double s0x2 = this.s0 * this.x2;
|
||||
double s0x3 = this.s0 * this.x3;
|
||||
|
||||
double x1x2 = this.x1 * this.x2;
|
||||
double x1x3 = this.x1 * this.x3;
|
||||
double x2x3 = this.x2 * this.x3;
|
||||
|
||||
double corrector2 = 2.0 * this.corrector;
|
||||
|
||||
matrix.r1c1 = this.corrector * ((s0s0 + x1x1) - (x2x2 + x3x3));
|
||||
matrix.r2c2 = this.corrector * ((s0s0 + x2x2) - (x1x1 + x3x3));
|
||||
matrix.r3c3 = this.corrector * ((s0s0 + x3x3) - (x1x1 + x2x2));
|
||||
|
||||
matrix.r1c2 = corrector2 * (x1x2 + s0x3);
|
||||
matrix.r2c3 = corrector2 * (x2x3 + s0x1);
|
||||
matrix.r3c1 = corrector2 * (x1x3 + s0x2);
|
||||
|
||||
matrix.r2c1 = corrector2 * (x1x2 - s0x3);
|
||||
matrix.r3c2 = corrector2 * (x2x3 - s0x1);
|
||||
matrix.r1c3 = corrector2 * (x1x3 - s0x2);
|
||||
}
|
||||
|
||||
public void SetValues(double s0, double x1, double x2, double x3)
|
||||
{
|
||||
this.s0 = s0;
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
|
||||
double squareModule = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
|
||||
|
||||
this.corrector = 2.0 - squareModule;
|
||||
|
||||
if (squareModule < 1.0 - DPUtility.TWO_EPSYLON || 1.0 + DPUtility.TWO_EPSYLON < squareModule)
|
||||
{
|
||||
this.Normalize(squareModule);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetValues(in DPVersor versor)
|
||||
{
|
||||
this.s0 = versor.s0;
|
||||
this.x1 = versor.x1;
|
||||
this.x2 = versor.x2;
|
||||
this.x3 = versor.x3;
|
||||
this.corrector = versor.corrector;
|
||||
}
|
||||
|
||||
public void SetValues(in SPVersor versor)
|
||||
{
|
||||
this.s0 = versor.GetScalar();
|
||||
this.x1 = versor.GetX1();
|
||||
this.x2 = versor.GetX2();
|
||||
this.x3 = versor.GetX3();
|
||||
|
||||
double squareModule = (this.s0 * this.s0 + this.x1 * this.x1) + (this.x2 * this.x2 + this.x3 * this.x3);
|
||||
|
||||
this.corrector = 2.0 - squareModule;
|
||||
|
||||
if (squareModule < 1.0 - DPUtility.TWO_EPSYLON || 1.0 + DPUtility.TWO_EPSYLON < squareModule)
|
||||
{
|
||||
this.Normalize(squareModule);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetInverted(in DPVersor versor)
|
||||
{
|
||||
this.s0 = versor.s0;
|
||||
this.x1 = -versor.x1;
|
||||
this.x2 = -versor.x2;
|
||||
this.x3 = -versor.x3;
|
||||
this.corrector = versor.corrector;
|
||||
}
|
||||
|
||||
public void SetInverted(in SPVersor versor)
|
||||
{
|
||||
this.s0 = versor.GetScalar();
|
||||
this.x1 = -versor.GetX1();
|
||||
this.x2 = -versor.GetX2();
|
||||
this.x3 = -versor.GetX3();
|
||||
|
||||
double squareModule = (this.s0 * this.s0 + this.x1 * this.x1) + (this.x2 * this.x2 + this.x3 * this.x3);
|
||||
|
||||
this.corrector = 2.0 - squareModule;
|
||||
|
||||
if (squareModule < 1.0 - DPUtility.TWO_EPSYLON || 1.0 + DPUtility.TWO_EPSYLON < squareModule)
|
||||
{
|
||||
this.Normalize(squareModule);
|
||||
}
|
||||
}
|
||||
|
||||
public readonly void Turn(in DPVector3 vector, out DPVector3 result)
|
||||
{
|
||||
double multiplier = 2.0 * this.corrector;
|
||||
double tx1 = multiplier * (this.x2 * vector.x3 - this.x3 * vector.x2);
|
||||
double tx2 = multiplier * (this.x3 * vector.x1 - this.x1 * vector.x3);
|
||||
double tx3 = multiplier * (this.x1 * vector.x2 - this.x2 * vector.x1);
|
||||
|
||||
double x1 = (vector.x1 + tx1 * this.s0) + (this.x2 * tx3 - this.x3 * tx2);
|
||||
double x2 = (vector.x2 + tx2 * this.s0) + (this.x3 * tx1 - this.x1 * tx3);
|
||||
double x3 = (vector.x3 + tx3 * this.s0) + (this.x1 * tx2 - this.x2 * tx1);
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
public readonly void TurnBack(in DPVector3 vector, out DPVector3 result)
|
||||
{
|
||||
double multiplier = 2.0 * this.corrector;
|
||||
double tx1 = multiplier * (this.x2 * vector.x3 - this.x3 * vector.x2);
|
||||
double tx2 = multiplier * (this.x3 * vector.x1 - this.x1 * vector.x3);
|
||||
double tx3 = multiplier * (this.x1 * vector.x2 - this.x2 * vector.x1);
|
||||
|
||||
double x1 = (vector.x1 - tx1 * this.s0) + (this.x2 * tx3 - this.x3 * tx2);
|
||||
double x2 = (vector.x2 - tx2 * this.s0) + (this.x3 * tx1 - this.x1 * tx3);
|
||||
double x3 = (vector.x3 - tx3 * this.s0) + (this.x1 * tx2 - this.x2 * tx1);
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
private void Normalize(double squareModule)
|
||||
{
|
||||
if (squareModule <= DPUtility.SQUARE_EPSYLON || (this.x1 * this.x1 + this.x2 * this.x2 + this.x3 * this.x3) <= DPUtility.SQUARE_EPSYLON * squareModule)
|
||||
{
|
||||
this.Reset();
|
||||
return;
|
||||
}
|
||||
|
||||
double module = Math.Sqrt(squareModule);
|
||||
|
||||
this.s0 /= module;
|
||||
this.x1 /= module;
|
||||
this.x2 /= module;
|
||||
this.x3 /= module;
|
||||
|
||||
this.corrector = 2.0 - (this.s0 * this.s0 + this.x1 * this.x1) - (this.x2 * this.x2 + this.x3 * this.x3);
|
||||
}
|
||||
|
||||
public static void Combine(in DPVersor second, in DPVersor first, out DPVersor result)
|
||||
{
|
||||
double s0 = (second.s0 * first.s0 - second.x1 * first.x1) - (second.x2 * first.x2 + second.x3 * first.x3);
|
||||
double x1 = (second.x1 * first.s0 + second.s0 * first.x1) - (second.x3 * first.x2 - second.x2 * first.x3);
|
||||
double x2 = (second.x2 * first.s0 + second.s0 * first.x2) - (second.x1 * first.x3 - second.x3 * first.x1);
|
||||
double x3 = (second.x3 * first.s0 + second.s0 * first.x3) - (second.x2 * first.x1 - second.x1 * first.x2);
|
||||
|
||||
result.s0 = s0;
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
|
||||
double squareModule = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
|
||||
|
||||
result.corrector = 2.0 - squareModule;
|
||||
|
||||
if (squareModule < 1.0 - DPUtility.TWO_EPSYLON || 1.0 + DPUtility.TWO_EPSYLON < squareModule)
|
||||
{
|
||||
result.Normalize(squareModule);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
16
Geometry/Geometry.csproj
Normal file
16
Geometry/Geometry.csproj
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Remove="DPMatrix4x4.cs" />
|
||||
<Compile Remove="DPVector4.cs" />
|
||||
<Compile Remove="SPMatrix4x4.cs" />
|
||||
<Compile Remove="SPVector4.cs" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
306
Geometry/SPAngle.cs
Normal file
306
Geometry/SPAngle.cs
Normal file
|
|
@ -0,0 +1,306 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 1 Feb 2019
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public static class SPAngle
|
||||
{
|
||||
public const float PI = 3.1415926536f;
|
||||
public const float TWO_PI = 6.2831853072f;
|
||||
public const float HALF_OF_PI = 1.5707963268f;
|
||||
public const float THIRD_OF_PI = 1.0471975512f;
|
||||
public const float FOURTH_OF_PI = 0.7853981634f;
|
||||
public const float SIXTH_OF_PI = 0.5235987756f;
|
||||
|
||||
public const float DEGREES_IN_RADIAN = 57.295779513f;
|
||||
public const float TURNS_IN_RADIAN = 0.1591549431f;
|
||||
public const float RADIANS_IN_DEGREE = 1.745329252E-2f;
|
||||
public const float TURNS_IN_DEGREE = 2.7777777778E-3f;
|
||||
|
||||
public static float RadiansToDegrees(float radians)
|
||||
{
|
||||
return radians * DEGREES_IN_RADIAN;
|
||||
}
|
||||
|
||||
public static float RadiansToTurns(float radians)
|
||||
{
|
||||
return radians * TURNS_IN_RADIAN;
|
||||
}
|
||||
|
||||
public static float DegreesToRadians(float degrees)
|
||||
{
|
||||
return degrees * RADIANS_IN_DEGREE;
|
||||
}
|
||||
|
||||
public static float DegreesToTurns(float degrees)
|
||||
{
|
||||
return degrees * TURNS_IN_DEGREE;
|
||||
}
|
||||
|
||||
public static float TurnsToRadians(float turns)
|
||||
{
|
||||
return turns * TWO_PI;
|
||||
}
|
||||
|
||||
public static float TurnsToDegrees(float turns)
|
||||
{
|
||||
return turns * 360.0f;
|
||||
}
|
||||
|
||||
public static float ConvertFromRadians(float radians, AngleUnit toUnit)
|
||||
{
|
||||
if (toUnit == AngleUnit.DEGREES)
|
||||
{
|
||||
return radians * DEGREES_IN_RADIAN;
|
||||
}
|
||||
|
||||
if (toUnit == AngleUnit.TURNS)
|
||||
{
|
||||
return radians * TURNS_IN_RADIAN;
|
||||
}
|
||||
|
||||
return radians;
|
||||
}
|
||||
|
||||
public static float ConvertFromDegrees(float degrees, AngleUnit toUnit)
|
||||
{
|
||||
if (toUnit == AngleUnit.RADIANS)
|
||||
{
|
||||
return degrees * RADIANS_IN_DEGREE;
|
||||
}
|
||||
|
||||
if (toUnit == AngleUnit.TURNS)
|
||||
{
|
||||
return degrees * TURNS_IN_DEGREE;
|
||||
}
|
||||
|
||||
return degrees;
|
||||
}
|
||||
|
||||
public static float ConvertFromTurns(float turns, AngleUnit toUnit)
|
||||
{
|
||||
if (toUnit == AngleUnit.RADIANS)
|
||||
{
|
||||
return turns * TWO_PI;
|
||||
}
|
||||
|
||||
if (toUnit == AngleUnit.DEGREES)
|
||||
{
|
||||
return turns * 360.0f;
|
||||
}
|
||||
|
||||
return turns;
|
||||
}
|
||||
|
||||
public static float ConvertToRadians(float angle, AngleUnit unit)
|
||||
{
|
||||
if (unit == AngleUnit.DEGREES)
|
||||
{
|
||||
return angle * RADIANS_IN_DEGREE;
|
||||
}
|
||||
|
||||
if (unit == AngleUnit.TURNS)
|
||||
{
|
||||
return angle * TWO_PI;
|
||||
}
|
||||
|
||||
return angle;
|
||||
}
|
||||
|
||||
public static float ConvertToDegrees(float angle, AngleUnit unit)
|
||||
{
|
||||
if (unit == AngleUnit.RADIANS)
|
||||
{
|
||||
return angle * DEGREES_IN_RADIAN;
|
||||
}
|
||||
|
||||
if (unit == AngleUnit.TURNS)
|
||||
{
|
||||
return angle * 360.0f;
|
||||
}
|
||||
|
||||
return angle;
|
||||
}
|
||||
|
||||
public static float ConvertToTurns(float angle, AngleUnit unit)
|
||||
{
|
||||
if (unit == AngleUnit.RADIANS)
|
||||
{
|
||||
return angle * TURNS_IN_RADIAN;
|
||||
}
|
||||
|
||||
if (unit == AngleUnit.DEGREES)
|
||||
{
|
||||
return angle * TURNS_IN_DEGREE;
|
||||
}
|
||||
|
||||
return angle;
|
||||
}
|
||||
|
||||
public static float GetFullCircle(AngleUnit unit)
|
||||
{
|
||||
if (unit == AngleUnit.RADIANS)
|
||||
{
|
||||
return TWO_PI;
|
||||
}
|
||||
|
||||
if (unit == AngleUnit.DEGREES)
|
||||
{
|
||||
return 360.0f;
|
||||
}
|
||||
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
public static float GetHalfCircle(AngleUnit unit)
|
||||
{
|
||||
if (unit == AngleUnit.RADIANS)
|
||||
{
|
||||
return PI;
|
||||
}
|
||||
|
||||
if (unit == AngleUnit.DEGREES)
|
||||
{
|
||||
return 180.0f;
|
||||
}
|
||||
|
||||
return 0.5f;
|
||||
}
|
||||
|
||||
public static float GetQuarterCircle(AngleUnit unit)
|
||||
{
|
||||
if (unit == AngleUnit.RADIANS)
|
||||
{
|
||||
return HALF_OF_PI;
|
||||
}
|
||||
|
||||
if (unit == AngleUnit.DEGREES)
|
||||
{
|
||||
return 90.0f;
|
||||
}
|
||||
|
||||
return 0.25f;
|
||||
}
|
||||
|
||||
public static float NormalizeRadians(float radians, AngleRange range)
|
||||
{
|
||||
if (range == AngleRange.UNSIGNED_RANGE)
|
||||
{
|
||||
if (0.0 <= radians && radians < TWO_PI)
|
||||
{
|
||||
return radians;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (-PI < radians && radians <= PI)
|
||||
{
|
||||
return radians;
|
||||
}
|
||||
}
|
||||
|
||||
float turns = radians * TURNS_IN_RADIAN;
|
||||
|
||||
turns -= MathF.Floor(turns);
|
||||
|
||||
if (range == AngleRange.SIGNED_RANGE && turns > 0.5f)
|
||||
{
|
||||
turns -= 1.0f;
|
||||
}
|
||||
|
||||
return turns * TWO_PI;
|
||||
}
|
||||
|
||||
public static float NormalizeDegrees(float radians, AngleRange range)
|
||||
{
|
||||
if (range == AngleRange.UNSIGNED_RANGE)
|
||||
{
|
||||
if (0.0f <= radians && radians < 360.0f)
|
||||
{
|
||||
return radians;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (-180.0f < radians && radians <= 180.0f)
|
||||
{
|
||||
return radians;
|
||||
}
|
||||
}
|
||||
|
||||
float turns = radians * TURNS_IN_DEGREE;
|
||||
|
||||
turns -= MathF.Floor(turns);
|
||||
|
||||
if (range == AngleRange.SIGNED_RANGE && turns > 0.5f)
|
||||
{
|
||||
turns -= 1.0f;
|
||||
}
|
||||
|
||||
return turns * 360.0f;
|
||||
}
|
||||
|
||||
public static float NormalizeTurns(float turns, AngleRange range)
|
||||
{
|
||||
if (range == AngleRange.UNSIGNED_RANGE)
|
||||
{
|
||||
if (0.0f <= turns && turns < 1.0f)
|
||||
{
|
||||
return turns;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (-0.5f < turns && turns <= 0.5f)
|
||||
{
|
||||
return turns;
|
||||
}
|
||||
}
|
||||
|
||||
float rest = turns - MathF.Floor(turns);
|
||||
|
||||
if (range == AngleRange.SIGNED_RANGE && rest > 0.5f)
|
||||
{
|
||||
rest -= 1.0f;
|
||||
}
|
||||
|
||||
return rest;
|
||||
}
|
||||
|
||||
public static float Normalize(float angle, AngleUnit unit, AngleRange range)
|
||||
{
|
||||
if (unit == AngleUnit.RADIANS)
|
||||
{
|
||||
return NormalizeRadians(angle, range);
|
||||
}
|
||||
|
||||
if (unit == AngleUnit.DEGREES)
|
||||
{
|
||||
return NormalizeDegrees(angle, range);
|
||||
}
|
||||
|
||||
return NormalizeTurns(angle, range);
|
||||
}
|
||||
}
|
||||
}
|
||||
407
Geometry/SPMatrix2x2.cs
Normal file
407
Geometry/SPMatrix2x2.cs
Normal file
|
|
@ -0,0 +1,407 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 10 Feb 2019
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct SPMatrix2x2
|
||||
{
|
||||
public float r1c1, r1c2;
|
||||
|
||||
public float r2c1, r2c2;
|
||||
|
||||
public SPMatrix2x2()
|
||||
{
|
||||
this.r1c1 = 0.0f;
|
||||
this.r1c2 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 0.0f;
|
||||
}
|
||||
|
||||
public SPMatrix2x2(float d1, float d2)
|
||||
{
|
||||
this.r1c1 = d1;
|
||||
this.r1c2 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = d2;
|
||||
}
|
||||
|
||||
public SPMatrix2x2(in SPMatrix2x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
}
|
||||
|
||||
public SPMatrix2x2(in DPMatrix2x2 matrix)
|
||||
{
|
||||
this.r1c1 = (float)matrix.r1c1;
|
||||
this.r1c2 = (float)matrix.r1c2;
|
||||
|
||||
this.r2c1 = (float)matrix.r2c1;
|
||||
this.r2c2 = (float)matrix.r2c2;
|
||||
}
|
||||
|
||||
public readonly float GetDeterminant()
|
||||
{
|
||||
return this.r1c1 * this.r2c2 - this.r1c2 * this.r2c1;
|
||||
}
|
||||
|
||||
public readonly bool IsSingular()
|
||||
{
|
||||
float determinant = this.GetDeterminant();
|
||||
return -SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.r1c1 = 0.0f;
|
||||
this.r1c2 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 0.0f;
|
||||
}
|
||||
|
||||
public void MakeIdentity()
|
||||
{
|
||||
this.r1c1 = 1.0f;
|
||||
this.r1c2 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 1.0f;
|
||||
}
|
||||
|
||||
public void MakeDiagonal(float d1, float d2)
|
||||
{
|
||||
this.r1c1 = d1;
|
||||
this.r1c2 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = d2;
|
||||
}
|
||||
|
||||
public void Transpose()
|
||||
{
|
||||
(this.r1c2, this.r2c1) = (this.r2c1, this.r1c2);
|
||||
}
|
||||
|
||||
public bool Invert()
|
||||
{
|
||||
float determinant = this.GetDeterminant();
|
||||
|
||||
if (-SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float r1c1 = this.r2c2;
|
||||
float r1c2 = -this.r1c2;
|
||||
|
||||
float r2c1 = -this.r2c1;
|
||||
float r2c2 = this.r1c1;
|
||||
|
||||
this.r1c1 = r1c1 / determinant;
|
||||
this.r1c2 = r1c2 / determinant;
|
||||
|
||||
this.r2c1 = r2c1 / determinant;
|
||||
this.r2c2 = r2c2 / determinant;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void MakeTransposedOf(in SPMatrix2x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
(this.r1c2, this.r2c1) = (matrix.r2c1, matrix.r1c2);
|
||||
}
|
||||
|
||||
public void MakeTransposedOf(in DPMatrix2x2 matrix)
|
||||
{
|
||||
this.r1c1 = (float)matrix.r1c1;
|
||||
this.r1c2 = (float)matrix.r2c1;
|
||||
|
||||
this.r2c1 = (float)matrix.r1c2;
|
||||
this.r2c2 = (float)matrix.r2c2;
|
||||
}
|
||||
|
||||
public bool MakeInvertedOf(in SPMatrix2x2 matrix)
|
||||
{
|
||||
float determinant = matrix.GetDeterminant();
|
||||
|
||||
if (-SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float r1c1 = matrix.r2c2;
|
||||
float r1c2 = -matrix.r1c2;
|
||||
|
||||
float r2c1 = -matrix.r2c1;
|
||||
float r2c2 = matrix.r1c1;
|
||||
|
||||
this.r1c1 = r1c1 / determinant;
|
||||
this.r1c2 = r1c2 / determinant;
|
||||
|
||||
this.r2c1 = r2c1 / determinant;
|
||||
this.r2c2 = r2c2 / determinant;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetValues(in SPMatrix2x2 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
}
|
||||
|
||||
public void SetValues(in DPMatrix2x2 matrix)
|
||||
{
|
||||
this.r1c1 = (float)matrix.r1c1;
|
||||
this.r1c2 = (float)matrix.r1c2;
|
||||
|
||||
this.r2c1 = (float)matrix.r2c1;
|
||||
this.r2c2 = (float)matrix.r2c2;
|
||||
}
|
||||
|
||||
public void SetMainDiagonal(float d1, float d2)
|
||||
{
|
||||
this.r1c1 = d1;
|
||||
this.r2c2 = d2;
|
||||
}
|
||||
|
||||
public void SetRow1(float c1, float c2)
|
||||
{
|
||||
this.r1c1 = c1;
|
||||
this.r1c2 = c2;
|
||||
}
|
||||
|
||||
public void SetRow2(float c1, float c2)
|
||||
{
|
||||
this.r2c1 = c1;
|
||||
this.r2c2 = c2;
|
||||
}
|
||||
|
||||
public void SetColumn1(float r1, float r2)
|
||||
{
|
||||
this.r1c1 = r1;
|
||||
this.r2c1 = r2;
|
||||
}
|
||||
|
||||
public void SetColumn2(float r1, float r2)
|
||||
{
|
||||
this.r1c2 = r1;
|
||||
this.r2c2 = r2;
|
||||
}
|
||||
|
||||
public static void Add(in SPMatrix2x2 matrix1, in SPMatrix2x2 matrix2, out SPMatrix2x2 result)
|
||||
{
|
||||
result.r1c1 = matrix1.r1c1 + matrix2.r1c1;
|
||||
result.r1c2 = matrix1.r1c2 + matrix2.r1c2;
|
||||
|
||||
result.r2c1 = matrix1.r2c1 + matrix2.r2c1;
|
||||
result.r2c2 = matrix1.r2c2 + matrix2.r2c2;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
in SPMatrix2x2 matrix1,
|
||||
in SPMatrix2x2 matrix2,
|
||||
in SPMatrix2x2 matrix3,
|
||||
out SPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
|
||||
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
|
||||
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
in SPMatrix2x2 matrix1,
|
||||
in SPMatrix2x2 matrix2,
|
||||
in SPMatrix2x2 matrix3,
|
||||
in SPMatrix2x2 matrix4,
|
||||
out SPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
in SPMatrix2x2 matrix1,
|
||||
in SPMatrix2x2 matrix2,
|
||||
in SPMatrix2x2 matrix3,
|
||||
in SPMatrix2x2 matrix4,
|
||||
in SPMatrix2x2 matrix5,
|
||||
out SPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
|
||||
}
|
||||
|
||||
public static void Subtract(in SPMatrix2x2 minuend, in SPMatrix2x2 subtrahend, out SPMatrix2x2 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;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
float weight1, in SPMatrix2x2 matrix1,
|
||||
float weight2, in SPMatrix2x2 matrix2,
|
||||
out SPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
float weight1, in SPMatrix2x2 matrix1,
|
||||
float weight2, in SPMatrix2x2 matrix2,
|
||||
float weight3, in SPMatrix2x2 matrix3,
|
||||
out SPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
float weight1, in SPMatrix2x2 matrix1,
|
||||
float weight2, in SPMatrix2x2 matrix2,
|
||||
float weight3, in SPMatrix2x2 matrix3,
|
||||
float weight4, in SPMatrix2x2 matrix4,
|
||||
out SPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
float weight1, in SPMatrix2x2 matrix1,
|
||||
float weight2, in SPMatrix2x2 matrix2,
|
||||
float weight3, in SPMatrix2x2 matrix3,
|
||||
float weight4, in SPMatrix2x2 matrix4,
|
||||
float weight5, in SPMatrix2x2 matrix5,
|
||||
out SPMatrix2x2 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(in SPMatrix2x2 multiplicand, float multiplier, out SPMatrix2x2 product)
|
||||
{
|
||||
product.r1c1 = multiplicand.r1c1 * multiplier;
|
||||
product.r1c2 = multiplicand.r1c2 * multiplier;
|
||||
|
||||
product.r2c1 = multiplicand.r2c1 * multiplier;
|
||||
product.r2c2 = multiplicand.r2c2 * multiplier;
|
||||
}
|
||||
|
||||
public static void Divide(in SPMatrix2x2 dividend, float divisor, out SPMatrix2x2 quotient)
|
||||
{
|
||||
quotient.r1c1 = dividend.r1c1 / divisor;
|
||||
quotient.r1c2 = dividend.r1c2 / divisor;
|
||||
|
||||
quotient.r2c1 = dividend.r2c1 / divisor;
|
||||
quotient.r2c2 = dividend.r2c2 / divisor;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(in SPMatrix2x2 matrix, in SPVector2 vector, out SPVector2 result)
|
||||
{
|
||||
float x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2;
|
||||
float x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
}
|
||||
|
||||
public static void GetLeftProduct(in SPVector2 vector, in SPMatrix2x2 matrix, out SPVector2 result)
|
||||
{
|
||||
float x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1;
|
||||
float x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
}
|
||||
|
||||
public static void LoadZero(out SPMatrix2x2 matrix)
|
||||
{
|
||||
matrix.r1c1 = 0.0f;
|
||||
matrix.r1c2 = 0.0f;
|
||||
|
||||
matrix.r2c1 = 0.0f;
|
||||
matrix.r2c2 = 0.0f;
|
||||
}
|
||||
|
||||
public static void LoadIdentity(out SPMatrix2x2 matrix)
|
||||
{
|
||||
matrix.r1c1 = 1.0f;
|
||||
matrix.r1c2 = 0.0f;
|
||||
|
||||
matrix.r2c1 = 0.0f;
|
||||
matrix.r2c2 = 1.0f;
|
||||
}
|
||||
|
||||
public static void LoadDiagonal(float d1, float d2, out SPMatrix2x2 matrix)
|
||||
{
|
||||
matrix.r1c1 = d1;
|
||||
matrix.r1c2 = 0.0f;
|
||||
|
||||
matrix.r2c1 = 0.0f;
|
||||
matrix.r2c2 = d2;
|
||||
}
|
||||
}
|
||||
}
|
||||
345
Geometry/SPMatrix2x3.cs
Normal file
345
Geometry/SPMatrix2x3.cs
Normal file
|
|
@ -0,0 +1,345 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 11 Nov 2024
|
||||
*/
|
||||
namespace Geometry
|
||||
{
|
||||
public struct SPMatrix2x3 {
|
||||
|
||||
public float r1c1, r1c2;
|
||||
public float r2c1, r2c2;
|
||||
public float r3c1, r3c2;
|
||||
|
||||
public SPMatrix2x3() {
|
||||
this.r1c1 = 0.0f;
|
||||
this.r1c2 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 0.0f;
|
||||
|
||||
this.r3c1 = 0.0f;
|
||||
this.r3c2 = 0.0f;
|
||||
}
|
||||
|
||||
public SPMatrix2x3(SPMatrix2x3 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
}
|
||||
|
||||
public SPMatrix2x3(DPMatrix2x3 matrix) {
|
||||
this.r1c1 = (float) matrix.r1c1;
|
||||
this.r1c2 = (float) matrix.r1c2;
|
||||
|
||||
this.r2c1 = (float) matrix.r2c1;
|
||||
this.r2c2 = (float) matrix.r2c2;
|
||||
|
||||
this.r3c1 = (float) matrix.r3c1;
|
||||
this.r3c2 = (float) matrix.r3c2;
|
||||
}
|
||||
|
||||
public SPMatrix2x3(SPMatrix3x2 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r1c3;
|
||||
this.r3c2 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public SPMatrix2x3(DPMatrix3x2 matrix) {
|
||||
this.r1c1 = (float) matrix.r1c1;
|
||||
this.r1c2 = (float) matrix.r2c1;
|
||||
|
||||
this.r2c1 = (float) matrix.r1c2;
|
||||
this.r2c2 = (float) matrix.r2c2;
|
||||
|
||||
this.r3c1 = (float) matrix.r1c3;
|
||||
this.r3c2 = (float) matrix.r2c3;
|
||||
}
|
||||
|
||||
public void Reset() {
|
||||
this.r1c1 = 0.0f;
|
||||
this.r1c2 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 0.0f;
|
||||
|
||||
this.r3c1 = 0.0f;
|
||||
this.r3c2 = 0.0f;
|
||||
}
|
||||
|
||||
public void SetValues(SPMatrix2x3 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
}
|
||||
|
||||
public void SetValues(DPMatrix2x3 matrix) {
|
||||
this.r1c1 = (float) matrix.r1c1;
|
||||
this.r1c2 = (float) matrix.r1c2;
|
||||
|
||||
this.r2c1 = (float) matrix.r2c1;
|
||||
this.r2c2 = (float) matrix.r2c2;
|
||||
|
||||
this.r3c1 = (float) matrix.r3c1;
|
||||
this.r3c2 = (float) matrix.r3c2;
|
||||
}
|
||||
|
||||
public void SetTransposed(SPMatrix3x2 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r2c1;
|
||||
|
||||
this.r2c1 = matrix.r1c2;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
|
||||
this.r3c1 = matrix.r1c3;
|
||||
this.r3c2 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public void SetTransposed(DPMatrix3x2 matrix) {
|
||||
this.r1c1 = (float) matrix.r1c1;
|
||||
this.r1c2 = (float) matrix.r2c1;
|
||||
|
||||
this.r2c1 = (float) matrix.r1c2;
|
||||
this.r2c2 = (float) matrix.r2c2;
|
||||
|
||||
this.r3c1 = (float) matrix.r1c3;
|
||||
this.r3c2 = (float) matrix.r2c3;
|
||||
}
|
||||
|
||||
public void SetRow1(float c1, float c2) {
|
||||
this.r1c1 = c1;
|
||||
this.r1c2 = c2;
|
||||
}
|
||||
|
||||
public void SetRow2(float c1, float c2) {
|
||||
this.r2c1 = c1;
|
||||
this.r2c2 = c2;
|
||||
}
|
||||
|
||||
public void SetRow3(float c1, float c2) {
|
||||
this.r3c1 = c1;
|
||||
this.r3c2 = c2;
|
||||
}
|
||||
|
||||
public void SetColumn1(float r1, float r2, float r3) {
|
||||
this.r1c1 = r1;
|
||||
this.r2c1 = r2;
|
||||
this.r3c1 = r3;
|
||||
}
|
||||
|
||||
public void SetColumn2(float r1, float r2, float r3) {
|
||||
this.r1c2 = r1;
|
||||
this.r2c2 = r2;
|
||||
this.r3c2 = r3;
|
||||
}
|
||||
|
||||
public static void Add(SPMatrix2x3 matrix1, SPMatrix2x3 matrix2, SPMatrix2x3 result) {
|
||||
result.r1c1 = matrix1.r1c1 + matrix2.r1c1;
|
||||
result.r1c2 = matrix1.r1c2 + matrix2.r1c2;
|
||||
|
||||
result.r2c1 = matrix1.r2c1 + matrix2.r2c1;
|
||||
result.r2c2 = matrix1.r2c2 + matrix2.r2c2;
|
||||
|
||||
result.r3c1 = matrix1.r3c1 + matrix2.r3c1;
|
||||
result.r3c2 = matrix1.r3c2 + matrix2.r3c2;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
SPMatrix2x3 matrix1,
|
||||
SPMatrix2x3 matrix2,
|
||||
SPMatrix2x3 matrix3,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
|
||||
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
|
||||
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 + matrix2.r3c1 + matrix3.r3c1;
|
||||
sum.r3c2 = matrix1.r3c2 + matrix2.r3c2 + matrix3.r3c2;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
SPMatrix2x3 matrix1,
|
||||
SPMatrix2x3 matrix2,
|
||||
SPMatrix2x3 matrix3,
|
||||
SPMatrix2x3 matrix4,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1);
|
||||
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
SPMatrix2x3 matrix1,
|
||||
SPMatrix2x3 matrix2,
|
||||
SPMatrix2x3 matrix3,
|
||||
SPMatrix2x3 matrix4,
|
||||
SPMatrix2x3 matrix5,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1) + matrix5.r3c1;
|
||||
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2) + matrix5.r3c2;
|
||||
}
|
||||
|
||||
public static void Subtract(SPMatrix2x3 minuend, SPMatrix2x3 subtrahend, SPMatrix2x3 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;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
float weight1, SPMatrix2x3 matrix1,
|
||||
float weight2, SPMatrix2x3 matrix2,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
float weight1, SPMatrix2x3 matrix1,
|
||||
float weight2, SPMatrix2x3 matrix2,
|
||||
float weight3, SPMatrix2x3 matrix3,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2 + matrix3.r3c1 * weight3;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2 + matrix3.r3c2 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
float weight1, SPMatrix2x3 matrix1,
|
||||
float weight2, SPMatrix2x3 matrix2,
|
||||
float weight3, SPMatrix2x3 matrix3,
|
||||
float weight4, SPMatrix2x3 matrix4,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4);
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
float weight1, SPMatrix2x3 matrix1,
|
||||
float weight2, SPMatrix2x3 matrix2,
|
||||
float weight3, SPMatrix2x3 matrix3,
|
||||
float weight4, SPMatrix2x3 matrix4,
|
||||
float weight5, SPMatrix2x3 matrix5,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4) + matrix5.r3c1 * weight5;
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4) + matrix5.r3c2 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(SPMatrix2x3 multiplicand, float multiplier, SPMatrix2x3 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;
|
||||
}
|
||||
|
||||
public static void Divide(SPMatrix2x3 dividend, float divisor, SPMatrix2x3 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;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(SPMatrix2x3 matrix, SPVector2 vector, SPVector3 result) {
|
||||
result.SetValues(
|
||||
matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2,
|
||||
matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2,
|
||||
matrix.r3c1 * vector.x1 + matrix.r3c2 * vector.x2
|
||||
|
||||
);
|
||||
}
|
||||
|
||||
public static void GetLeftProduct(SPVector3 vector, SPMatrix2x3 matrix, SPVector2 result) {
|
||||
result.SetValues(
|
||||
vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1 + vector.x3 * matrix.r3c1,
|
||||
vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2 + vector.x3 * matrix.r3c2
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
284
Geometry/SPMatrix3x2.cs
Normal file
284
Geometry/SPMatrix3x2.cs
Normal file
|
|
@ -0,0 +1,284 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 11 Nov 2024
|
||||
*/
|
||||
namespace Geometry
|
||||
{
|
||||
public class SPMatrix3x2 {
|
||||
|
||||
public float r1c1, r1c2, r1c3;
|
||||
|
||||
public float r2c1, r2c2, r2c3;
|
||||
|
||||
public SPMatrix3x2() {
|
||||
this.r1c1 = 0.0f;
|
||||
this.r1c2 = 0.0f;
|
||||
this.r1c3 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 0.0f;
|
||||
this.r2c3 = 0.0f;
|
||||
}
|
||||
|
||||
public SPMatrix3x2(SPMatrix3x2 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
}
|
||||
|
||||
public SPMatrix3x2(DPMatrix3x2 matrix) {
|
||||
this.r1c1 = (float) matrix.r1c1;
|
||||
this.r1c2 = (float) matrix.r1c2;
|
||||
this.r1c3 = (float) matrix.r1c3;
|
||||
|
||||
this.r2c1 = (float) matrix.r2c1;
|
||||
this.r2c2 = (float) matrix.r2c2;
|
||||
this.r2c3 = (float) matrix.r2c3;
|
||||
}
|
||||
|
||||
public void Reset() {
|
||||
this.r1c1 = 0.0f;
|
||||
this.r1c2 = 0.0f;
|
||||
this.r1c3 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 0.0f;
|
||||
this.r2c3 = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
public void SetValues(SPMatrix3x2 matrix) {
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
}
|
||||
|
||||
/*
|
||||
public void SetValues(DPMatrix3x2 matrix) {
|
||||
this.r1c1 = (float) matrix.r1c1;
|
||||
this.r1c2 = (float) matrix.r1c2;
|
||||
this.r1c3 = (float) matrix.r1c3;
|
||||
|
||||
this.r2c1 = (float) matrix.r2c1;
|
||||
this.r2c2 = (float) matrix.r2c2;
|
||||
this.r2c3 = (float) matrix.r2c3;
|
||||
}
|
||||
*/
|
||||
|
||||
public void SetRow1(float c1, float c2, float c3) {
|
||||
this.r1c1 = c1;
|
||||
this.r1c2 = c2;
|
||||
this.r1c3 = c3;
|
||||
}
|
||||
|
||||
public void SetRow2(float c1, float c2, float c3) {
|
||||
this.r2c1 = c1;
|
||||
this.r2c2 = c2;
|
||||
this.r2c3 = c3;
|
||||
}
|
||||
|
||||
public void SetColumn1(float r1, float r2) {
|
||||
this.r1c1 = r1;
|
||||
this.r2c1 = r2;
|
||||
}
|
||||
|
||||
public void SetColumn2(float r1, float r2) {
|
||||
this.r1c3 = r1;
|
||||
this.r2c3 = r2;
|
||||
}
|
||||
|
||||
public void SetColumn3(float r1, float r2) {
|
||||
this.r1c3 = r1;
|
||||
this.r2c3 = r2;
|
||||
}
|
||||
|
||||
public static void Add(SPMatrix3x2 matrix1, SPMatrix3x2 matrix2, SPMatrix3x2 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;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
SPMatrix3x2 matrix1,
|
||||
SPMatrix3x2 matrix2,
|
||||
SPMatrix3x2 matrix3,
|
||||
SPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
|
||||
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
|
||||
sum.r1c3 = matrix1.r1c3 + matrix2.r1c3 + matrix3.r1c3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
|
||||
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
|
||||
sum.r2c3 = matrix1.r2c3 + matrix2.r2c3 + matrix3.r2c3;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
SPMatrix3x2 matrix1,
|
||||
SPMatrix3x2 matrix2,
|
||||
SPMatrix3x2 matrix3,
|
||||
SPMatrix3x2 matrix4,
|
||||
SPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
|
||||
sum.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
|
||||
sum.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
SPMatrix3x2 matrix1,
|
||||
SPMatrix3x2 matrix2,
|
||||
SPMatrix3x2 matrix3,
|
||||
SPMatrix3x2 matrix4,
|
||||
SPMatrix3x2 matrix5,
|
||||
SPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
|
||||
sum.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3) + matrix5.r1c3;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
|
||||
sum.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3) + matrix5.r2c3;
|
||||
}
|
||||
|
||||
public static void Subtract(SPMatrix3x2 minuend, SPMatrix3x2 subtrahend, SPMatrix3x2 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;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
float weight1, SPMatrix3x2 matrix1,
|
||||
float weight2, SPMatrix3x2 matrix2,
|
||||
SPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
|
||||
sum.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
|
||||
sum.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
float weight1, SPMatrix3x2 matrix1,
|
||||
float weight2, SPMatrix3x2 matrix2,
|
||||
float weight3, SPMatrix3x2 matrix3,
|
||||
SPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
|
||||
sum.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2 + matrix3.r1c3 * weight3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
|
||||
sum.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2 + matrix3.r2c3 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
float weight1, SPMatrix3x2 matrix1,
|
||||
float weight2, SPMatrix3x2 matrix2,
|
||||
float weight3, SPMatrix3x2 matrix3,
|
||||
float weight4, SPMatrix3x2 matrix4,
|
||||
SPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
|
||||
sum.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * weight4);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
|
||||
sum.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
float weight1, SPMatrix3x2 matrix1,
|
||||
float weight2, SPMatrix3x2 matrix2,
|
||||
float weight3, SPMatrix3x2 matrix3,
|
||||
float weight4, SPMatrix3x2 matrix4,
|
||||
float weight5, SPMatrix3x2 matrix5,
|
||||
SPMatrix3x2 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
|
||||
sum.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * weight4) + matrix5.r1c3 * weight5;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
|
||||
sum.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * weight4) + matrix5.r2c3 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(SPMatrix3x2 multiplicand, float multiplier, SPMatrix3x2 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;
|
||||
}
|
||||
|
||||
public static void Divide(SPMatrix3x2 dividend, float divisor, SPMatrix3x2 quotient) {
|
||||
quotient.r1c1 = dividend.r1c1 / divisor;
|
||||
quotient.r1c2 = dividend.r1c2 / divisor;
|
||||
quotient.r1c3 = dividend.r1c3 / divisor;
|
||||
|
||||
quotient.r2c1 = dividend.r2c1 / divisor;
|
||||
quotient.r2c2 = dividend.r2c2 / divisor;
|
||||
quotient.r2c3 = dividend.r2c3 / divisor;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(SPMatrix3x2 matrix, SPVector3 vector, SPVector2 result) {
|
||||
result.SetValues(
|
||||
matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2 + matrix.r1c3 * vector.x3,
|
||||
matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2 + matrix.r2c3 * vector.x3
|
||||
);
|
||||
}
|
||||
|
||||
public static void GetLeftProduct(SPVector2 vector, SPMatrix3x2 matrix, SPVector3 result) {
|
||||
result.SetValues(
|
||||
vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1,
|
||||
vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2,
|
||||
vector.x1 * matrix.r1c3 + vector.x2 * matrix.r2c3
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
606
Geometry/SPMatrix3x3.cs
Normal file
606
Geometry/SPMatrix3x3.cs
Normal file
|
|
@ -0,0 +1,606 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 10 Feb 2019
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct SPMatrix3x3
|
||||
{
|
||||
public float r1c1, r1c2, r1c3;
|
||||
|
||||
public float r2c1, r2c2, r2c3;
|
||||
|
||||
public float r3c1, r3c2, r3c3;
|
||||
|
||||
public SPMatrix3x3()
|
||||
{
|
||||
this.r1c1 = 0.0f;
|
||||
this.r1c2 = 0.0f;
|
||||
this.r1c3 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 0.0f;
|
||||
this.r2c3 = 0.0f;
|
||||
|
||||
this.r3c1 = 0.0f;
|
||||
this.r3c2 = 0.0f;
|
||||
this.r3c3 = 0.0f;
|
||||
}
|
||||
|
||||
public SPMatrix3x3(float d1, float d2, float d3)
|
||||
{
|
||||
this.r1c1 = d1;
|
||||
this.r1c2 = 0.0f;
|
||||
this.r1c3 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = d2;
|
||||
this.r2c3 = 0.0f;
|
||||
|
||||
this.r3c1 = 0.0f;
|
||||
this.r3c2 = 0.0f;
|
||||
this.r3c3 = d3;
|
||||
}
|
||||
|
||||
public SPMatrix3x3(in SPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
this.r3c3 = matrix.r3c3;
|
||||
}
|
||||
|
||||
public SPMatrix3x3(in DPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = (float)matrix.r1c1;
|
||||
this.r1c2 = (float)matrix.r1c2;
|
||||
this.r1c3 = (float)matrix.r1c3;
|
||||
|
||||
this.r2c1 = (float)matrix.r2c1;
|
||||
this.r2c2 = (float)matrix.r2c2;
|
||||
this.r2c3 = (float)matrix.r2c3;
|
||||
|
||||
this.r3c1 = (float)matrix.r3c1;
|
||||
this.r3c2 = (float)matrix.r3c2;
|
||||
this.r3c3 = (float)matrix.r3c3;
|
||||
}
|
||||
|
||||
public readonly float GetDeterminant()
|
||||
{
|
||||
return this.r1c1 * (this.r2c2 * this.r3c3 - this.r2c3 * this.r3c2)
|
||||
+ this.r1c2 * (this.r2c3 * this.r3c1 - this.r2c1 * this.r3c3)
|
||||
+ this.r1c3 * (this.r2c1 * this.r3c2 - this.r2c2 * this.r3c1);
|
||||
}
|
||||
|
||||
public readonly bool IsSingular()
|
||||
{
|
||||
float determinant = this.GetDeterminant();
|
||||
return -SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.r1c1 = 0.0f;
|
||||
this.r1c2 = 0.0f;
|
||||
this.r1c3 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 0.0f;
|
||||
this.r2c3 = 0.0f;
|
||||
|
||||
this.r3c1 = 0.0f;
|
||||
this.r3c2 = 0.0f;
|
||||
this.r3c3 = 0.0f;
|
||||
}
|
||||
|
||||
public void MakeIdentity()
|
||||
{
|
||||
this.r1c1 = 1.0f;
|
||||
this.r1c2 = 0.0f;
|
||||
this.r1c3 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 1.0f;
|
||||
this.r2c3 = 0.0f;
|
||||
|
||||
this.r3c1 = 0.0f;
|
||||
this.r3c2 = 0.0f;
|
||||
this.r3c3 = 1.0f;
|
||||
}
|
||||
|
||||
public void MakeDiagonal(float d1, float d2, float d3)
|
||||
{
|
||||
this.r1c1 = d1;
|
||||
this.r1c2 = 0.0f;
|
||||
this.r1c3 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = d2;
|
||||
this.r2c3 = 0.0f;
|
||||
|
||||
this.r2c1 = 0.0f;
|
||||
this.r2c2 = 0.0f;
|
||||
this.r2c3 = d3;
|
||||
}
|
||||
|
||||
public void Transpose()
|
||||
{
|
||||
(this.r1c2, this.r2c1) = (this.r2c1, this.r1c2);
|
||||
(this.r1c3, this.r3c1) = (this.r3c1, this.r1c3);
|
||||
(this.r2c3, this.r3c2) = (this.r3c2, this.r2c3);
|
||||
}
|
||||
|
||||
public bool Invert()
|
||||
{
|
||||
float determinant = this.GetDeterminant();
|
||||
|
||||
if (-SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON) {
|
||||
return false;
|
||||
}
|
||||
|
||||
float r1c1 = this.r2c2 * this.r3c3 - this.r2c3 * this.r3c2;
|
||||
float r1c2 = this.r1c3 * this.r3c2 - this.r1c2 * this.r3c3;
|
||||
float r1c3 = this.r1c2 * this.r2c3 - this.r1c3 * this.r2c2;
|
||||
|
||||
float r2c1 = this.r2c3 * this.r3c1 - this.r2c1 * this.r3c3;
|
||||
float r2c2 = this.r1c1 * this.r3c3 - this.r1c3 * this.r3c1;
|
||||
float r2c3 = this.r1c3 * this.r2c1 - this.r1c1 * this.r2c3;
|
||||
|
||||
float r3c1 = this.r2c1 * this.r3c2 - this.r2c2 * this.r3c1;
|
||||
float r3c2 = this.r1c2 * this.r3c1 - this.r1c1 * this.r3c2;
|
||||
float r3c3 = this.r1c1 * this.r2c2 - this.r1c2 * this.r2c1;
|
||||
|
||||
this.r1c1 = r1c1 / determinant;
|
||||
this.r1c2 = r1c2 / determinant;
|
||||
this.r1c3 = r1c3 / determinant;
|
||||
|
||||
this.r2c1 = r2c1 / determinant;
|
||||
this.r2c2 = r2c2 / determinant;
|
||||
this.r2c3 = r2c3 / determinant;
|
||||
|
||||
this.r3c1 = r3c1 / determinant;
|
||||
this.r3c2 = r3c2 / determinant;
|
||||
this.r3c3 = r3c3 / determinant;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void MakeTransposedOf(in SPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r3c3 = matrix.r3c3;
|
||||
|
||||
(this.r1c2, this.r2c1) = (matrix.r2c1, matrix.r1c2);
|
||||
(this.r1c3, this.r3c1) = (matrix.r3c1, matrix.r1c3);
|
||||
(this.r2c3, this.r3c2) = (matrix.r3c2, matrix.r2c3);
|
||||
}
|
||||
|
||||
public void MakeTransposedOf(in DPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = (float)matrix.r1c1;
|
||||
this.r1c2 = (float)matrix.r2c1;
|
||||
this.r1c3 = (float)matrix.r3c1;
|
||||
|
||||
this.r2c1 = (float)matrix.r1c2;
|
||||
this.r2c2 = (float)matrix.r2c2;
|
||||
this.r2c3 = (float)matrix.r3c2;
|
||||
|
||||
this.r3c1 = (float)matrix.r1c3;
|
||||
this.r3c2 = (float)matrix.r2c3;
|
||||
this.r3c3 = (float)matrix.r3c3;
|
||||
}
|
||||
|
||||
public bool MakeInvertedOf(in SPMatrix3x3 matrix)
|
||||
{
|
||||
float determinant = matrix.GetDeterminant();
|
||||
|
||||
if (-SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON) {
|
||||
return false;
|
||||
}
|
||||
|
||||
float r1c1 = matrix.r2c2 * matrix.r3c3 - matrix.r2c3 * matrix.r3c2;
|
||||
float r1c2 = matrix.r1c3 * matrix.r3c2 - matrix.r1c2 * matrix.r3c3;
|
||||
float r1c3 = matrix.r1c2 * matrix.r2c3 - matrix.r1c3 * matrix.r2c2;
|
||||
|
||||
float r2c1 = matrix.r2c3 * matrix.r3c1 - matrix.r2c1 * matrix.r3c3;
|
||||
float r2c2 = matrix.r1c1 * matrix.r3c3 - matrix.r1c3 * matrix.r3c1;
|
||||
float r2c3 = matrix.r1c3 * matrix.r2c1 - matrix.r1c1 * matrix.r2c3;
|
||||
|
||||
float r3c1 = matrix.r2c1 * matrix.r3c2 - matrix.r2c2 * matrix.r3c1;
|
||||
float r3c2 = matrix.r1c2 * matrix.r3c1 - matrix.r1c1 * matrix.r3c2;
|
||||
float r3c3 = matrix.r1c1 * matrix.r2c2 - matrix.r1c2 * matrix.r2c1;
|
||||
|
||||
this.r1c1 = r1c1 / determinant;
|
||||
this.r1c2 = r1c2 / determinant;
|
||||
this.r1c3 = r1c3 / determinant;
|
||||
|
||||
this.r2c1 = r2c1 / determinant;
|
||||
this.r2c2 = r2c2 / determinant;
|
||||
this.r2c3 = r2c3 / determinant;
|
||||
|
||||
this.r3c1 = r3c1 / determinant;
|
||||
this.r3c2 = r3c2 / determinant;
|
||||
this.r3c3 = r3c3 / determinant;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetValues(in SPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = matrix.r1c1;
|
||||
this.r1c2 = matrix.r1c2;
|
||||
this.r1c3 = matrix.r1c3;
|
||||
|
||||
this.r2c1 = matrix.r2c1;
|
||||
this.r2c2 = matrix.r2c2;
|
||||
this.r2c3 = matrix.r2c3;
|
||||
|
||||
this.r3c1 = matrix.r3c1;
|
||||
this.r3c2 = matrix.r3c2;
|
||||
this.r3c3 = matrix.r3c3;
|
||||
}
|
||||
|
||||
public void SetValues(in DPMatrix3x3 matrix)
|
||||
{
|
||||
this.r1c1 = (float)matrix.r1c1;
|
||||
this.r1c2 = (float)matrix.r1c2;
|
||||
this.r1c3 = (float)matrix.r1c3;
|
||||
|
||||
this.r2c1 = (float)matrix.r2c1;
|
||||
this.r2c2 = (float)matrix.r2c2;
|
||||
this.r2c3 = (float)matrix.r2c3;
|
||||
|
||||
this.r3c1 = (float)matrix.r3c1;
|
||||
this.r3c2 = (float)matrix.r3c2;
|
||||
this.r3c3 = (float)matrix.r3c3;
|
||||
}
|
||||
|
||||
public void SetMainDiagonal(float d1, float d2, float d3)
|
||||
{
|
||||
this.r1c1 = d1;
|
||||
this.r2c2 = d2;
|
||||
this.r3c3 = d3;
|
||||
}
|
||||
|
||||
public void SetRow1(float c1, float c2, float c3)
|
||||
{
|
||||
this.r1c1 = c1;
|
||||
this.r1c2 = c2;
|
||||
this.r1c3 = c3;
|
||||
}
|
||||
|
||||
public void SetRow2(float c1, float c2, float c3)
|
||||
{
|
||||
this.r2c1 = c1;
|
||||
this.r2c2 = c2;
|
||||
this.r2c3 = c3;
|
||||
}
|
||||
|
||||
public void SetRow3(float c1, float c2, float c3)
|
||||
{
|
||||
this.r3c1 = c1;
|
||||
this.r3c2 = c2;
|
||||
this.r3c3 = c3;
|
||||
}
|
||||
|
||||
public void SetColumn1(float r1, float r2, float r3)
|
||||
{
|
||||
this.r1c1 = r1;
|
||||
this.r2c1 = r2;
|
||||
this.r3c1 = r3;
|
||||
}
|
||||
|
||||
public void SetColumn2(float r1, float r2, float r3)
|
||||
{
|
||||
this.r1c3 = r1;
|
||||
this.r2c3 = r2;
|
||||
this.r3c3 = r3;
|
||||
}
|
||||
|
||||
public void SetColumn3(float r1, float r2, float r3)
|
||||
{
|
||||
this.r1c3 = r1;
|
||||
this.r2c3 = r2;
|
||||
this.r3c3 = r3;
|
||||
}
|
||||
|
||||
public static void Add(in SPMatrix3x3 matrix1, in SPMatrix3x3 matrix2, out SPMatrix3x3 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;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 + matrix2.r3c1;
|
||||
sum.r3c2 = matrix1.r3c2 + matrix2.r3c2;
|
||||
sum.r3c3 = matrix1.r3c3 + matrix2.r3c3;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
in SPMatrix3x3 matrix1,
|
||||
in SPMatrix3x3 matrix2,
|
||||
in SPMatrix3x3 matrix3,
|
||||
out SPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
|
||||
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
|
||||
sum.r1c3 = matrix1.r1c3 + matrix2.r1c3 + matrix3.r1c3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
|
||||
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
|
||||
sum.r2c3 = matrix1.r2c3 + matrix2.r2c3 + matrix3.r2c3;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 + matrix2.r3c1 + matrix3.r3c1;
|
||||
sum.r3c2 = matrix1.r3c2 + matrix2.r3c2 + matrix3.r3c2;
|
||||
sum.r3c3 = matrix1.r3c3 + matrix2.r3c3 + matrix3.r3c3;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
in SPMatrix3x3 matrix1,
|
||||
in SPMatrix3x3 matrix2,
|
||||
in SPMatrix3x3 matrix3,
|
||||
in SPMatrix3x3 matrix4,
|
||||
out SPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
|
||||
sum.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
|
||||
sum.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3);
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1);
|
||||
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2);
|
||||
sum.r3c3 = (matrix1.r3c3 + matrix2.r3c3) + (matrix3.r3c3 + matrix4.r3c3);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
in SPMatrix3x3 matrix1,
|
||||
in SPMatrix3x3 matrix2,
|
||||
in SPMatrix3x3 matrix3,
|
||||
in SPMatrix3x3 matrix4,
|
||||
in SPMatrix3x3 matrix5,
|
||||
out SPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
|
||||
sum.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3) + matrix5.r1c3;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
|
||||
sum.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3) + matrix5.r2c3;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1) + matrix5.r3c1;
|
||||
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2) + matrix5.r3c2;
|
||||
sum.r3c3 = (matrix1.r3c3 + matrix2.r3c3) + (matrix3.r3c3 + matrix4.r3c3) + matrix5.r3c3;
|
||||
}
|
||||
|
||||
public static void Subtract(in SPMatrix3x3 minuend, in SPMatrix3x3 subtrahend, out SPMatrix3x3 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;
|
||||
|
||||
difference.r3c1 = minuend.r3c1 - subtrahend.r3c1;
|
||||
difference.r3c2 = minuend.r3c2 - subtrahend.r3c2;
|
||||
difference.r3c3 = minuend.r3c3 - subtrahend.r3c3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
float weight1, in SPMatrix3x3 matrix1,
|
||||
float weight2, in SPMatrix3x3 matrix2,
|
||||
out SPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
|
||||
sum.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
|
||||
sum.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2;
|
||||
sum.r3c3 = matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
float weight1, in SPMatrix3x3 matrix1,
|
||||
float weight2, in SPMatrix3x3 matrix2,
|
||||
float weight3, in SPMatrix3x3 matrix3,
|
||||
out SPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
|
||||
sum.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2 + matrix3.r1c3 * weight3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
|
||||
sum.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2 + matrix3.r2c3 * weight3;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2 + matrix3.r3c1 * weight3;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2 + matrix3.r3c2 * weight3;
|
||||
sum.r3c3 = matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2 + matrix3.r3c3 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
float weight1, in SPMatrix3x3 matrix1,
|
||||
float weight2, in SPMatrix3x3 matrix2,
|
||||
float weight3, in SPMatrix3x3 matrix3,
|
||||
float weight4, in SPMatrix3x3 matrix4,
|
||||
out SPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
|
||||
sum.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * weight4);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
|
||||
sum.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * weight4);
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4);
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4);
|
||||
sum.r3c3 = (matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2) + (matrix3.r3c3 * weight3 + matrix4.r3c3 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
float weight1, in SPMatrix3x3 matrix1,
|
||||
float weight2, in SPMatrix3x3 matrix2,
|
||||
float weight3, in SPMatrix3x3 matrix3,
|
||||
float weight4, in SPMatrix3x3 matrix4,
|
||||
float weight5, in SPMatrix3x3 matrix5,
|
||||
out SPMatrix3x3 sum
|
||||
)
|
||||
{
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
|
||||
sum.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * weight4) + matrix5.r1c3 * weight5;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
|
||||
sum.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * weight4) + matrix5.r2c3 * weight5;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4) + matrix5.r3c1 * weight5;
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4) + matrix5.r3c2 * weight5;
|
||||
sum.r3c3 = (matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2) + (matrix3.r3c3 * weight3 + matrix4.r3c3 * weight4) + matrix5.r3c3 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(in SPMatrix3x3 multiplicand, float multiplier, out SPMatrix3x3 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;
|
||||
|
||||
product.r3c1 = multiplicand.r3c1 * multiplier;
|
||||
product.r3c2 = multiplicand.r3c2 * multiplier;
|
||||
product.r3c3 = multiplicand.r3c3 * multiplier;
|
||||
}
|
||||
|
||||
public static void Divide(in SPMatrix3x3 dividend, float divisor, out SPMatrix3x3 quotient)
|
||||
{
|
||||
quotient.r1c1 = dividend.r1c1 / divisor;
|
||||
quotient.r1c2 = dividend.r1c2 / divisor;
|
||||
quotient.r1c3 = dividend.r1c3 / divisor;
|
||||
|
||||
quotient.r2c1 = dividend.r2c1 / divisor;
|
||||
quotient.r2c2 = dividend.r2c2 / divisor;
|
||||
quotient.r2c3 = dividend.r2c3 / divisor;
|
||||
|
||||
quotient.r3c1 = dividend.r3c1 / divisor;
|
||||
quotient.r3c2 = dividend.r3c2 / divisor;
|
||||
quotient.r3c3 = dividend.r3c3 / divisor;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(in SPMatrix3x3 matrix, in SPVector3 vector, out SPVector3 result)
|
||||
{
|
||||
float x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2 + matrix.r1c3 * vector.x3;
|
||||
float x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2 + matrix.r2c3 * vector.x3;
|
||||
float x3 = matrix.r3c1 * vector.x1 + matrix.r3c2 * vector.x2 + matrix.r3c3 * vector.x3;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
public static void GetLeftProduct(in SPVector3 vector, in SPMatrix3x3 matrix, out SPVector3 result)
|
||||
{
|
||||
float x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1 + vector.x3 * matrix.r3c1;
|
||||
float x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2 + vector.x3 * matrix.r3c2;
|
||||
float x3 = vector.x1 * matrix.r1c3 + vector.x2 * matrix.r2c3 + vector.x3 * matrix.r3c3;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
public static void LoadZero(out SPMatrix3x3 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;
|
||||
|
||||
matrix.r3c1 = 0.0f;
|
||||
matrix.r3c2 = 0.0f;
|
||||
matrix.r3c3 = 0.0f;
|
||||
}
|
||||
|
||||
public static void LoadIdentity(out SPMatrix3x3 matrix)
|
||||
{
|
||||
matrix.r1c1 = 1.0f;
|
||||
matrix.r1c2 = 0.0f;
|
||||
matrix.r1c3 = 0.0f;
|
||||
|
||||
matrix.r2c1 = 0.0f;
|
||||
matrix.r2c2 = 1.0f;
|
||||
matrix.r2c3 = 0.0f;
|
||||
|
||||
matrix.r3c1 = 0.0f;
|
||||
matrix.r3c2 = 0.0f;
|
||||
matrix.r3c3 = 1.0f;
|
||||
}
|
||||
|
||||
public static void LoadDiagonal(float d1, float d2, float d3, out SPMatrix3x3 matrix)
|
||||
{
|
||||
matrix.r1c1 = d1;
|
||||
matrix.r1c2 = 0.0f;
|
||||
matrix.r1c3 = 0.0f;
|
||||
|
||||
matrix.r2c1 = 0.0f;
|
||||
matrix.r2c2 = d2;
|
||||
matrix.r2c3 = 0.0f;
|
||||
|
||||
matrix.r3c1 = 0.0f;
|
||||
matrix.r3c2 = 0.0f;
|
||||
matrix.r3c3 = d3;
|
||||
}
|
||||
}
|
||||
}
|
||||
191
Geometry/SPMatrixProduct.cs
Normal file
191
Geometry/SPMatrixProduct.cs
Normal file
|
|
@ -0,0 +1,191 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 11 Nov 2024
|
||||
*/
|
||||
namespace Geometry
|
||||
{
|
||||
public class SPMatrixProduct
|
||||
{
|
||||
public static void Get2x2At2x2(in SPMatrix2x2 left, in SPMatrix2x2 right, out SPMatrix2x2 product)
|
||||
{
|
||||
float r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1;
|
||||
float r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2;
|
||||
|
||||
float r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1;
|
||||
float r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
}
|
||||
|
||||
public static void Get2x2At3x2(in SPMatrix2x2 left, in SPMatrix3x2 right, out SPMatrix3x2 product)
|
||||
{
|
||||
float r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1;
|
||||
float r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2;
|
||||
float r1c3 = left.r1c1 * right.r1c3 + left.r1c2 * right.r2c3;
|
||||
|
||||
float r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1;
|
||||
float r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2;
|
||||
float r2c3 = left.r2c1 * right.r1c3 + left.r2c2 * right.r2c3;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
product.r1c3 = r1c3;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
product.r2c3 = r2c3;
|
||||
}
|
||||
|
||||
public static void Get2x3At2x2(in SPMatrix2x3 left, in SPMatrix2x2 right, out SPMatrix2x3 product)
|
||||
{
|
||||
float r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1;
|
||||
float r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2;
|
||||
|
||||
float r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1;
|
||||
float r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2;
|
||||
|
||||
float r3c1 = left.r3c1 * right.r1c1 + left.r3c2 * right.r2c1;
|
||||
float r3c2 = left.r3c1 * right.r1c2 + left.r3c2 * right.r2c2;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
|
||||
product.r3c1 = r3c1;
|
||||
product.r3c2 = r3c2;
|
||||
}
|
||||
|
||||
public static void Get2x3At3x2(in SPMatrix2x3 left, in SPMatrix3x2 right, out SPMatrix3x3 product)
|
||||
{
|
||||
float r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1;
|
||||
float r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2;
|
||||
float r1c3 = left.r1c1 * right.r1c3 + left.r1c2 * right.r2c3;
|
||||
|
||||
float r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1;
|
||||
float r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2;
|
||||
float r2c3 = left.r2c1 * right.r1c3 + left.r2c2 * right.r2c3;
|
||||
|
||||
float r3c1 = left.r3c1 * right.r1c1 + left.r3c2 * right.r2c1;
|
||||
float r3c2 = left.r3c1 * right.r1c2 + left.r3c2 * right.r2c2;
|
||||
float r3c3 = left.r3c1 * right.r1c2 + left.r3c2 * right.r2c3;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
product.r1c3 = r1c3;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
product.r2c3 = r2c3;
|
||||
|
||||
product.r3c1 = r3c1;
|
||||
product.r3c2 = r3c2;
|
||||
product.r3c3 = r3c3;
|
||||
}
|
||||
|
||||
public static void Get3x2At3x3(in SPMatrix3x2 left, in SPMatrix3x3 right, out SPMatrix3x2 product)
|
||||
{
|
||||
float r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1 + left.r1c3 * right.r3c1;
|
||||
float r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2 + left.r1c3 * right.r3c2;
|
||||
float r1c3 = left.r1c1 * right.r1c3 + left.r1c2 * right.r2c3 + left.r1c3 * right.r3c3;
|
||||
|
||||
float r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1 + left.r2c3 * right.r3c1;
|
||||
float r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2 + left.r2c3 * right.r3c2;
|
||||
float r2c3 = left.r2c1 * right.r1c3 + left.r2c2 * right.r2c3 + left.r2c3 * right.r3c3;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
product.r1c3 = r1c3;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
product.r2c3 = r2c3;
|
||||
}
|
||||
|
||||
public static void Get3x2At2x3(in SPMatrix3x2 left, in SPMatrix2x3 right, out SPMatrix2x2 product)
|
||||
{
|
||||
float r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1 + left.r1c3 * right.r3c1;
|
||||
float r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2 + left.r1c3 * right.r3c2;
|
||||
|
||||
float r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1 + left.r2c3 * right.r3c1;
|
||||
float r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2 + left.r2c3 * right.r3c2;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
}
|
||||
|
||||
public static void Get3x3At2x3(in SPMatrix3x3 left, in SPMatrix2x3 right, out SPMatrix2x3 product)
|
||||
{
|
||||
float r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1 + left.r1c3 * right.r3c1;
|
||||
float r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2 + left.r1c3 * right.r3c2;
|
||||
|
||||
float r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1 + left.r2c3 * right.r3c1;
|
||||
float r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2 + left.r2c3 * right.r3c2;
|
||||
|
||||
float r3c1 = left.r3c1 * right.r1c1 + left.r3c2 * right.r2c1 + left.r3c3 * right.r3c1;
|
||||
float r3c2 = left.r3c1 * right.r1c2 + left.r3c2 * right.r2c2 + left.r3c3 * right.r3c2;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
|
||||
product.r3c1 = r3c1;
|
||||
product.r3c2 = r3c2;
|
||||
}
|
||||
|
||||
public static void Get3x3At3x3(in SPMatrix3x3 left, in SPMatrix3x3 right, out SPMatrix3x3 product)
|
||||
{
|
||||
float r1c1 = left.r1c1 * right.r1c1 + left.r1c2 * right.r2c1 + left.r1c3 * right.r3c1;
|
||||
float r1c2 = left.r1c1 * right.r1c2 + left.r1c2 * right.r2c2 + left.r1c3 * right.r3c2;
|
||||
float r1c3 = left.r1c1 * right.r1c3 + left.r1c2 * right.r2c3 + left.r1c3 * right.r3c3;
|
||||
|
||||
float r2c1 = left.r2c1 * right.r1c1 + left.r2c2 * right.r2c1 + left.r2c3 * right.r3c1;
|
||||
float r2c2 = left.r2c1 * right.r1c2 + left.r2c2 * right.r2c2 + left.r2c3 * right.r3c2;
|
||||
float r2c3 = left.r2c1 * right.r1c3 + left.r2c2 * right.r2c3 + left.r2c3 * right.r3c3;
|
||||
|
||||
float r3c1 = left.r3c1 * right.r1c1 + left.r3c2 * right.r2c1 + left.r3c3 * right.r3c1;
|
||||
float r3c2 = left.r3c1 * right.r1c2 + left.r3c2 * right.r2c2 + left.r3c3 * right.r3c2;
|
||||
float r3c3 = left.r3c1 * right.r1c3 + left.r3c2 * right.r2c3 + left.r3c3 * right.r3c3;
|
||||
|
||||
product.r1c1 = r1c1;
|
||||
product.r1c2 = r1c2;
|
||||
product.r1c3 = r1c3;
|
||||
|
||||
product.r2c1 = r2c1;
|
||||
product.r2c2 = r2c2;
|
||||
product.r2c3 = r2c3;
|
||||
|
||||
product.r3c1 = r3c1;
|
||||
product.r3c2 = r3c2;
|
||||
product.r3c3 = r3c3;
|
||||
}
|
||||
}
|
||||
}
|
||||
203
Geometry/SPQuaternion.cs
Normal file
203
Geometry/SPQuaternion.cs
Normal file
|
|
@ -0,0 +1,203 @@
|
|||
using System;
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct SPQuaternion
|
||||
{
|
||||
public float s0, x1, x2, x3;
|
||||
|
||||
public SPQuaternion(float s0, float x1, float x2, float x3)
|
||||
{
|
||||
this.s0 = s0;
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
}
|
||||
|
||||
public SPQuaternion(in SPQuaternion quaternion)
|
||||
{
|
||||
this.s0 = quaternion.s0;
|
||||
this.x1 = quaternion.x1;
|
||||
this.x2 = quaternion.x2;
|
||||
this.x3 = quaternion.x3;
|
||||
}
|
||||
|
||||
public SPQuaternion(in DPQuaternion quaternion)
|
||||
{
|
||||
this.s0 = (float)quaternion.s0;
|
||||
this.x1 = (float)quaternion.x1;
|
||||
this.x2 = (float)quaternion.x2;
|
||||
this.x3 = (float)quaternion.x3;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.s0 = 0.0f;
|
||||
this.x1 = 0.0f;
|
||||
this.x2 = 0.0f;
|
||||
this.x3 = 0.0f;
|
||||
}
|
||||
|
||||
public void Conjugate()
|
||||
{
|
||||
this.x1 = -this.x1;
|
||||
this.x2 = -this.x2;
|
||||
this.x3 = -this.x3;
|
||||
}
|
||||
|
||||
public readonly void GetConjugate(out SPQuaternion conjugated)
|
||||
{
|
||||
conjugated.s0 = this.s0;
|
||||
conjugated.x1 = -this.x1;
|
||||
conjugated.x2 = -this.x2;
|
||||
conjugated.x3 = -this.x3;
|
||||
}
|
||||
|
||||
public void SetValues(float s0, float x1, float x2, float x3)
|
||||
{
|
||||
this.s0 = s0;
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
}
|
||||
|
||||
public void SetValues(in SPQuaternion quaternion)
|
||||
{
|
||||
this.s0 = quaternion.s0;
|
||||
this.x1 = quaternion.x1;
|
||||
this.x2 = quaternion.x2;
|
||||
this.x3 = quaternion.x3;
|
||||
}
|
||||
|
||||
public void SetValues(in DPQuaternion quaternion)
|
||||
{
|
||||
this.s0 = (float)quaternion.s0;
|
||||
this.x1 = (float)quaternion.x1;
|
||||
this.x2 = (float)quaternion.x2;
|
||||
this.x3 = (float)quaternion.x3;
|
||||
}
|
||||
|
||||
public readonly void MakeRotationMatrix(out SPMatrix3x3 matrix)
|
||||
{
|
||||
float s0s0 = this.s0 * this.s0;
|
||||
float x1x1 = this.x1 * this.x1;
|
||||
float x2x2 = this.x2 * this.x2;
|
||||
float x3x3 = this.x3 * this.x3;
|
||||
|
||||
float squareModule = (s0s0 + x1x1) + (x2x2 + x3x3);
|
||||
|
||||
if (-SPUtility.EPSYLON <= squareModule && squareModule <= SPUtility.EPSYLON)
|
||||
{
|
||||
SPMatrix3x3.LoadIdentity(out matrix);
|
||||
return;
|
||||
}
|
||||
|
||||
float corrector1;
|
||||
float corrector2;
|
||||
|
||||
if (1.0f - SPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0f + SPUtility.TWO_EPSYLON) {
|
||||
corrector1 = 2.0f - squareModule;
|
||||
corrector2 = 2.0f * corrector1;
|
||||
}
|
||||
else {
|
||||
corrector1 = 1.0f / squareModule;
|
||||
corrector2 = 2.0f / squareModule;
|
||||
}
|
||||
|
||||
float s0x1 = this.s0 * this.x1;
|
||||
float s0x2 = this.s0 * this.x2;
|
||||
float s0x3 = this.s0 * this.x3;
|
||||
float x1x2 = this.x1 * this.x2;
|
||||
float x1x3 = this.x1 * this.x3;
|
||||
float x2x3 = this.x2 * this.x3;
|
||||
|
||||
matrix.r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3));
|
||||
matrix.r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3));
|
||||
matrix.r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2));
|
||||
|
||||
matrix.r1c2 = corrector2 * (x1x2 - s0x3);
|
||||
matrix.r2c3 = corrector2 * (x2x3 - s0x1);
|
||||
matrix.r3c1 = corrector2 * (x1x3 - s0x2);
|
||||
|
||||
matrix.r2c1 = corrector2 * (x1x2 + s0x3);
|
||||
matrix.r3c2 = corrector2 * (x2x3 + s0x1);
|
||||
matrix.r1c3 = corrector2 * (x1x3 + s0x2);
|
||||
}
|
||||
|
||||
public readonly void MakeReverseMatrix(out SPMatrix3x3 matrix)
|
||||
{
|
||||
float s0s0 = this.s0 * this.s0;
|
||||
float x1x1 = this.x1 * this.x1;
|
||||
float x2x2 = this.x2 * this.x2;
|
||||
float x3x3 = this.x3 * this.x3;
|
||||
|
||||
float squareModule = (s0s0 + x1x1) + (x2x2 + x3x3);
|
||||
|
||||
if (-SPUtility.EPSYLON <= squareModule && squareModule <= SPUtility.EPSYLON)
|
||||
{
|
||||
SPMatrix3x3.LoadIdentity(out matrix);
|
||||
return;
|
||||
}
|
||||
|
||||
float corrector1;
|
||||
float corrector2;
|
||||
|
||||
if (1.0f - SPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0f + SPUtility.TWO_EPSYLON) {
|
||||
corrector1 = 2.0f - squareModule;
|
||||
corrector2 = 2.0f * corrector1;
|
||||
}
|
||||
else {
|
||||
corrector1 = 1.0f / squareModule;
|
||||
corrector2 = 2.0f / squareModule;
|
||||
}
|
||||
|
||||
float s0x1 = this.s0 * this.x1;
|
||||
float s0x2 = this.s0 * this.x2;
|
||||
float s0x3 = this.s0 * this.x3;
|
||||
float x1x2 = this.x1 * this.x2;
|
||||
float x1x3 = this.x1 * this.x3;
|
||||
float x2x3 = this.x2 * this.x3;
|
||||
|
||||
matrix.r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3));
|
||||
matrix.r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3));
|
||||
matrix.r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2));
|
||||
|
||||
matrix.r1c2 = corrector2 * (x1x2 + s0x3);
|
||||
matrix.r2c3 = corrector2 * (x2x3 + s0x1);
|
||||
matrix.r3c1 = corrector2 * (x1x3 + s0x2);
|
||||
|
||||
matrix.r2c1 = corrector2 * (x1x2 - s0x3);
|
||||
matrix.r3c2 = corrector2 * (x2x3 - s0x1);
|
||||
matrix.r1c3 = corrector2 * (x1x3 - s0x2);
|
||||
}
|
||||
|
||||
public static void Add(in SPQuaternion quaternion1, in SPQuaternion quaternion2, out SPQuaternion sum)
|
||||
{
|
||||
sum.s0 = quaternion1.s0 + quaternion2.s0;
|
||||
sum.x1 = quaternion1.x1 + quaternion2.x1;
|
||||
sum.x2 = quaternion1.x2 + quaternion2.x2;
|
||||
sum.x3 = quaternion1.x3 + quaternion2.x3;
|
||||
}
|
||||
|
||||
public static void Subtract(in SPQuaternion minuend, in SPQuaternion subtrahend, out SPQuaternion difference)
|
||||
{
|
||||
difference.s0 = minuend.s0 - subtrahend.s0;
|
||||
difference.x1 = minuend.x1 - subtrahend.x1;
|
||||
difference.x2 = minuend.x2 - subtrahend.x2;
|
||||
difference.x3 = minuend.x3 - subtrahend.x3;
|
||||
}
|
||||
|
||||
public static void Multiply(in SPQuaternion left, in SPQuaternion right, out SPQuaternion product)
|
||||
{
|
||||
float s0 = (left.s0 * right.s0 - left.x1 * right.x1) - (left.x2 * right.x2 + left.x3 * right.x3);
|
||||
float x1 = (left.x1 * right.s0 + left.s0 * right.x1) - (left.x3 * right.x2 - left.x2 * right.x3);
|
||||
float x2 = (left.x2 * right.s0 + left.s0 * right.x2) - (left.x1 * right.x3 - left.x3 * right.x1);
|
||||
float x3 = (left.x3 * right.s0 + left.s0 * right.x3) - (left.x2 * right.x1 - left.x1 * right.x2);
|
||||
|
||||
product.s0 = s0;
|
||||
product.x1 = x1;
|
||||
product.x2 = x2;
|
||||
product.x3 = x3;
|
||||
}
|
||||
}
|
||||
}
|
||||
44
Geometry/SPRotation3.cs
Normal file
44
Geometry/SPRotation3.cs
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 2 Feb 2019
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct SPRotation3
|
||||
{
|
||||
private float angle;
|
||||
|
||||
private SPVector3 axis;
|
||||
|
||||
public SPRotation3(SPRotation3 rotation)
|
||||
{
|
||||
this.angle = rotation.angle;
|
||||
this.axis = rotation.axis;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.angle = 0.0f;
|
||||
this.axis.Reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
21
Geometry/SPUtility.cs
Normal file
21
Geometry/SPUtility.cs
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
using System;
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public class SPUtility
|
||||
{
|
||||
public const float EPSYLON = 5E-7f;
|
||||
public const float TWO_EPSYLON = 1E-6f;
|
||||
public const float SQUARE_EPSYLON = 2.5E-13f;
|
||||
|
||||
public const float EPSYLON_EFFECTIVENESS_LIMIT = 1.0f;
|
||||
|
||||
public const float ONE_THIRD = 0.333333333f;
|
||||
public const float ONE_SIXTH = 0.166666667f;
|
||||
public const float ONE_NINETH = 0.111111111f;
|
||||
|
||||
public const float GOLDEN_RATIO_HIGH = 1.618034f;
|
||||
public const float GOLDEN_RATIO_LOW = 0.618034f;
|
||||
}
|
||||
}
|
||||
|
||||
383
Geometry/SPVector2.cs
Normal file
383
Geometry/SPVector2.cs
Normal file
|
|
@ -0,0 +1,383 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 1 Feb 2019
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct SPVector2
|
||||
{
|
||||
public static readonly SPVector2 ZERO = new SPVector2(0.0f, 0.0f);
|
||||
|
||||
public float x1;
|
||||
public float x2;
|
||||
|
||||
public SPVector2(float x1, float x2)
|
||||
{
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
}
|
||||
|
||||
public SPVector2(in SPVector2 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
}
|
||||
|
||||
public SPVector2(in DPVector2 vector)
|
||||
{
|
||||
this.x1 = (float)vector.x1;
|
||||
this.x2 = (float)vector.x2;
|
||||
}
|
||||
|
||||
public readonly float GetSquareModule()
|
||||
{
|
||||
return this.x1 * this.x1 + this.x2 * this.x2;
|
||||
}
|
||||
|
||||
public readonly float GetModule()
|
||||
{
|
||||
return MathF.Sqrt(this.GetSquareModule());
|
||||
}
|
||||
|
||||
public int Normalize()
|
||||
{
|
||||
float squareModule = this.GetSquareModule();
|
||||
|
||||
if (1.0f - SPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0f + SPUtility.TWO_EPSYLON)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (squareModule <= SPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
this.Reset();
|
||||
return 0;
|
||||
}
|
||||
|
||||
float module = MathF.Sqrt(squareModule);
|
||||
|
||||
this.x1 /= module;
|
||||
this.x2 /= module;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
public readonly SPVector2 GetNormalized()
|
||||
{
|
||||
float squareModule = this.GetSquareModule();
|
||||
|
||||
if (1.0f - SPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0f + SPUtility.TWO_EPSYLON)
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
if (squareModule <= SPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return ZERO;
|
||||
}
|
||||
|
||||
float module = MathF.Sqrt(squareModule);
|
||||
|
||||
return new SPVector2(
|
||||
this.x1 / module,
|
||||
this.x2 / module
|
||||
);
|
||||
}
|
||||
|
||||
public void Invert()
|
||||
{
|
||||
this.x1 = -this.x1;
|
||||
this.x2 = -this.x2;
|
||||
}
|
||||
|
||||
public readonly SPVector2 GetInverted()
|
||||
{
|
||||
return new SPVector2(-this.x1, -this.x2);
|
||||
}
|
||||
|
||||
public readonly bool IsZero()
|
||||
{
|
||||
return this.GetSquareModule() <= SPUtility.SQUARE_EPSYLON;
|
||||
}
|
||||
|
||||
public readonly bool IsUnit()
|
||||
{
|
||||
float squareModule = this.GetSquareModule();
|
||||
return 1.0f - SPUtility.TWO_EPSYLON <= squareModule && squareModule <= SPUtility.EPSYLON;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.x1 = 0.0f;
|
||||
this.x2 = 0.0f;
|
||||
}
|
||||
|
||||
public void SetValues(float x1, float x2)
|
||||
{
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
}
|
||||
|
||||
public void SetValues(in DPVector2 vector)
|
||||
{
|
||||
this.x1 = (float)vector.x1;
|
||||
this.x2 = (float)vector.x2;
|
||||
}
|
||||
|
||||
public void SetValues(in SPVector2 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
}
|
||||
|
||||
public readonly override string ToString()
|
||||
{
|
||||
return String.Format("SPVector2({0}, {1})", this.x1, this.x2);
|
||||
}
|
||||
|
||||
public static void Add(in SPVector2 vector1, in SPVector2 vector2, out SPVector2 sum)
|
||||
{
|
||||
sum.x1 = vector1.x1 + vector2.x1;
|
||||
sum.x2 = vector1.x2 + vector2.x2;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
in SPVector2 vector1,
|
||||
in SPVector2 vector2,
|
||||
in SPVector2 vector3,
|
||||
out SPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 + vector2.x1 + vector3.x1;
|
||||
sum.x2 = vector1.x2 + vector2.x2 + vector3.x2;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
in SPVector2 vector1,
|
||||
in SPVector2 vector2,
|
||||
in SPVector2 vector3,
|
||||
in SPVector2 vector4,
|
||||
out SPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1);
|
||||
sum.x2 = (vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
in SPVector2 vector1,
|
||||
in SPVector2 vector2,
|
||||
in SPVector2 vector3,
|
||||
in SPVector2 vector4,
|
||||
in SPVector2 vector5,
|
||||
out SPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1) + vector5.x1;
|
||||
sum.x2 = (vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2) + vector5.x2;
|
||||
}
|
||||
|
||||
public static void Subtract(in SPVector2 minuend, in SPVector2 subtrahend, out SPVector2 difference)
|
||||
{
|
||||
difference.x1 = minuend.x1 - subtrahend.x1;
|
||||
difference.x2 = minuend.x2 - subtrahend.x2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
float weight1, in SPVector2 vector1,
|
||||
float weight2, in SPVector2 vector2,
|
||||
out SPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 * weight1 + vector2.x1 * weight2;
|
||||
sum.x2 = vector1.x2 * weight1 + vector2.x2 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
float weight1, in SPVector2 vector1,
|
||||
float weight2, in SPVector2 vector2,
|
||||
float weight3, in SPVector2 vector3,
|
||||
out SPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 * weight1 + vector2.x1 * weight2 + vector3.x1 * weight3;
|
||||
sum.x2 = vector1.x2 * weight1 + vector2.x2 * weight2 + vector3.x2 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
float weight1, in SPVector2 vector1,
|
||||
float weight2, in SPVector2 vector2,
|
||||
float weight3, in SPVector2 vector3,
|
||||
float weight4, in SPVector2 vector4,
|
||||
out SPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 * weight1 + vector2.x1 * weight2) + (vector3.x1 * weight3 + vector4.x1 * weight4);
|
||||
sum.x2 = (vector1.x2 * weight1 + vector2.x2 * weight2) + (vector3.x2 * weight3 + vector4.x2 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
float weight1, in SPVector2 vector1,
|
||||
float weight2, in SPVector2 vector2,
|
||||
float weight3, in SPVector2 vector3,
|
||||
float weight4, in SPVector2 vector4,
|
||||
float weight5, in SPVector2 vector5,
|
||||
out SPVector2 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 * weight1 + vector2.x1 * weight2) + (vector3.x1 * weight3 + vector4.x1 * weight4);
|
||||
sum.x2 = (vector1.x2 * weight1 + vector2.x2 * weight2) + (vector3.x2 * weight3 + vector4.x2 * weight4);
|
||||
}
|
||||
|
||||
public static void Muliply(in SPVector2 multiplicand, float multiplier, out SPVector2 product)
|
||||
{
|
||||
product.x1 = multiplicand.x1 * multiplier;
|
||||
product.x2 = multiplicand.x2 * multiplier;
|
||||
}
|
||||
|
||||
public static void Divide(in SPVector2 dividend, float divisor, out SPVector2 quotient)
|
||||
{
|
||||
quotient.x1 = dividend.x1 / divisor;
|
||||
quotient.x2 = dividend.x2 / divisor;
|
||||
}
|
||||
|
||||
public static void GetMean2(
|
||||
in SPVector2 vector1,
|
||||
in SPVector2 vector2,
|
||||
out SPVector2 result
|
||||
)
|
||||
{
|
||||
result.x1 = (vector1.x1 + vector2.x1) * 0.5f;
|
||||
result.x2 = (vector1.x2 + vector2.x2) * 0.5f;
|
||||
}
|
||||
|
||||
public static void GetMean3(
|
||||
in SPVector2 vector1,
|
||||
in SPVector2 vector2,
|
||||
in SPVector2 vector3,
|
||||
out SPVector2 result
|
||||
)
|
||||
{
|
||||
result.x1 = (vector1.x1 + vector2.x1 + vector3.x1) * SPUtility.ONE_THIRD;
|
||||
result.x2 = (vector1.x2 + vector2.x2 + vector3.x2) * SPUtility.ONE_THIRD;
|
||||
}
|
||||
|
||||
public static void GetMean4(
|
||||
in SPVector2 vector1,
|
||||
in SPVector2 vector2,
|
||||
in SPVector2 vector3,
|
||||
in SPVector2 vector4,
|
||||
out SPVector2 result
|
||||
)
|
||||
{
|
||||
result.x1 = ((vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1)) * 0.25f;
|
||||
result.x2 = ((vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2)) * 0.25f;
|
||||
}
|
||||
|
||||
public static void GetMean5(
|
||||
in SPVector2 vector1,
|
||||
in SPVector2 vector2,
|
||||
in SPVector2 vector3,
|
||||
in SPVector2 vector4,
|
||||
in SPVector2 vector5,
|
||||
out SPVector2 result
|
||||
)
|
||||
{
|
||||
result.x1 = ((vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1) + vector5.x1) * 0.2f;
|
||||
result.x2 = ((vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2) + vector5.x2) * 0.2f;
|
||||
}
|
||||
|
||||
public static float GetScalarProduct(in SPVector2 vector1, in SPVector2 vector2)
|
||||
{
|
||||
return vector1.x1 * vector2.x1 + vector1.x2 * vector2.x2;
|
||||
}
|
||||
|
||||
public static float GetCrossProduct(in SPVector2 vector1, in SPVector2 vector2)
|
||||
{
|
||||
return vector1.x1 * vector2.x2 - vector1.x2 * vector2.x1;
|
||||
}
|
||||
|
||||
public static float GetAngle(in SPVector2 vector1, in SPVector2 vector2, AngleUnit unit)
|
||||
{
|
||||
float squareModule1 = vector1.GetSquareModule();
|
||||
|
||||
if (squareModule1 <= SPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
float squareModule2 = vector2.GetSquareModule();
|
||||
|
||||
if (squareModule2 <= SPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
float cosine = SPVector2.GetScalarProduct(vector1, vector2) / MathF.Sqrt(squareModule1 * squareModule2);
|
||||
|
||||
if (1.0f - SPUtility.EPSYLON <= cosine)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
if (cosine <= -(1.0f - SPUtility.EPSYLON))
|
||||
{
|
||||
return SPAngle.GetHalfCircle(unit);
|
||||
}
|
||||
|
||||
return SPAngle.ConvertFromRadians(MathF.Acos(cosine), unit);
|
||||
}
|
||||
|
||||
public static float GetSquareDistance(in SPVector2 vector1, in SPVector2 vector2)
|
||||
{
|
||||
float dx1 = vector1.x1 - vector2.x1;
|
||||
float dx2 = vector1.x2 - vector2.x2;
|
||||
|
||||
return dx1 * dx1 + dx2 * dx2;
|
||||
}
|
||||
|
||||
public static float GetDistance(in SPVector2 vector1, in SPVector2 vector2)
|
||||
{
|
||||
return MathF.Sqrt(GetSquareDistance(vector1, vector2));
|
||||
}
|
||||
|
||||
public static bool AreEqual(in SPVector2 vector1, in SPVector2 vector2)
|
||||
{
|
||||
float squareModule1 = vector1.GetSquareModule();
|
||||
float squareModule2 = vector2.GetSquareModule();
|
||||
float squareModule3 = GetSquareDistance(vector1, vector2);
|
||||
|
||||
// 2.0f means dimension amount
|
||||
if (squareModule1 < SPUtility.EPSYLON_EFFECTIVENESS_LIMIT || squareModule2 < SPUtility.EPSYLON_EFFECTIVENESS_LIMIT)
|
||||
{
|
||||
return squareModule3 < (2.0f * SPUtility.SQUARE_EPSYLON);
|
||||
}
|
||||
|
||||
if (squareModule1 <= squareModule2)
|
||||
{
|
||||
return squareModule3 <= (2.0f * SPUtility.SQUARE_EPSYLON) * squareModule2;
|
||||
}
|
||||
|
||||
return squareModule3 <= (2.0f * SPUtility.SQUARE_EPSYLON) * squareModule1;
|
||||
}
|
||||
}
|
||||
}
|
||||
434
Geometry/SPVector3.cs
Normal file
434
Geometry/SPVector3.cs
Normal file
|
|
@ -0,0 +1,434 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
using System;
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 1 Feb 2019
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct SPVector3
|
||||
{
|
||||
public static readonly SPVector3 ZERO = new SPVector3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
public float x1;
|
||||
public float x2;
|
||||
public float x3;
|
||||
|
||||
public SPVector3(float x1, float x2, float x3)
|
||||
{
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
}
|
||||
|
||||
public SPVector3(in SPVector3 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
this.x3 = vector.x3;
|
||||
}
|
||||
|
||||
public SPVector3(in DPVector3 vector)
|
||||
{
|
||||
this.x1 = (float)vector.x1;
|
||||
this.x2 = (float)vector.x2;
|
||||
this.x3 = (float)vector.x3;
|
||||
}
|
||||
|
||||
public readonly float GetSquareModule()
|
||||
{
|
||||
return this.x1 * this.x1 + this.x2 * this.x2 + this.x3 * this.x3;
|
||||
}
|
||||
|
||||
public readonly float GetModule()
|
||||
{
|
||||
return MathF.Sqrt(this.GetSquareModule());
|
||||
}
|
||||
|
||||
public int Normalize()
|
||||
{
|
||||
float squareModule = this.GetSquareModule();
|
||||
|
||||
if (1.0f - SPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0f + SPUtility.TWO_EPSYLON)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (squareModule <= SPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
this.Reset();
|
||||
return 0;
|
||||
}
|
||||
|
||||
float module = MathF.Sqrt(squareModule);
|
||||
|
||||
this.x1 /= module;
|
||||
this.x2 /= module;
|
||||
this.x3 /= module;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
public readonly SPVector3 GetNormalized()
|
||||
{
|
||||
float squareModule = this.GetSquareModule();
|
||||
|
||||
if (1.0f - SPUtility.TWO_EPSYLON <= squareModule && squareModule <= 1.0f + SPUtility.TWO_EPSYLON)
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
if (squareModule <= SPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return ZERO;
|
||||
}
|
||||
|
||||
float module = MathF.Sqrt(squareModule);
|
||||
|
||||
return new SPVector3(
|
||||
this.x1 / module,
|
||||
this.x2 / module,
|
||||
this.x3 / module
|
||||
);
|
||||
}
|
||||
|
||||
public void Invert()
|
||||
{
|
||||
this.x1 = -this.x1;
|
||||
this.x2 = -this.x2;
|
||||
this.x3 = -this.x3;
|
||||
}
|
||||
|
||||
public readonly SPVector3 GetInverted()
|
||||
{
|
||||
return new SPVector3(-this.x1, -this.x2, -this.x3);
|
||||
}
|
||||
|
||||
public readonly bool IsZero()
|
||||
{
|
||||
return this.GetSquareModule() <= SPUtility.SQUARE_EPSYLON;
|
||||
}
|
||||
|
||||
public readonly bool IsUnit()
|
||||
{
|
||||
float squareModule = this.GetSquareModule();
|
||||
return 1.0f - SPUtility.TWO_EPSYLON <= squareModule && squareModule <= SPUtility.EPSYLON;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.x1 = 0.0f;
|
||||
this.x2 = 0.0f;
|
||||
this.x3 = 0.0f;
|
||||
}
|
||||
|
||||
public void SetValues(float x1, float x2, float x3)
|
||||
{
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
}
|
||||
|
||||
public void SetValues(in DPVector3 vector)
|
||||
{
|
||||
this.x1 = (float)vector.x1;
|
||||
this.x2 = (float)vector.x2;
|
||||
this.x3 = (float)vector.x3;
|
||||
}
|
||||
|
||||
public void SetValues(in SPVector3 vector)
|
||||
{
|
||||
this.x1 = vector.x1;
|
||||
this.x2 = vector.x2;
|
||||
this.x3 = vector.x3;
|
||||
}
|
||||
|
||||
public readonly override string ToString()
|
||||
{
|
||||
return String.Format("SPVector3({0}, {1}, {2})", this.x1, this.x2, this.x3);
|
||||
}
|
||||
|
||||
public static void Add(in SPVector3 vector1, in SPVector3 vector2, out SPVector3 sum)
|
||||
{
|
||||
sum.x1 = vector1.x1 + vector2.x1;
|
||||
sum.x2 = vector1.x2 + vector2.x2;
|
||||
sum.x3 = vector1.x3 + vector2.x3;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
in SPVector3 vector1,
|
||||
in SPVector3 vector2,
|
||||
in SPVector3 vector3,
|
||||
out SPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 + vector2.x1 + vector3.x1;
|
||||
sum.x2 = vector1.x2 + vector2.x2 + vector3.x2;
|
||||
sum.x3 = vector1.x3 + vector2.x3 + vector3.x3;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
in SPVector3 vector1,
|
||||
in SPVector3 vector2,
|
||||
in SPVector3 vector3,
|
||||
in SPVector3 vector4,
|
||||
out SPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1);
|
||||
sum.x2 = (vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2);
|
||||
sum.x3 = (vector1.x3 + vector2.x3) + (vector3.x3 + vector4.x3);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
in SPVector3 vector1,
|
||||
in SPVector3 vector2,
|
||||
in SPVector3 vector3,
|
||||
in SPVector3 vector4,
|
||||
in SPVector3 vector5,
|
||||
out SPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1) + vector5.x1;
|
||||
sum.x2 = (vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2) + vector5.x2;
|
||||
sum.x3 = (vector1.x3 + vector2.x3) + (vector3.x3 + vector4.x3) + vector5.x3;
|
||||
}
|
||||
|
||||
public static void Subtract(in SPVector3 minuend, in SPVector3 subtrahend, out SPVector3 difference)
|
||||
{
|
||||
difference.x1 = minuend.x1 - subtrahend.x1;
|
||||
difference.x2 = minuend.x2 - subtrahend.x2;
|
||||
difference.x3 = minuend.x3 - subtrahend.x3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
float weight1, in SPVector3 vector1,
|
||||
float weight2, in SPVector3 vector2,
|
||||
out SPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 * weight1 + vector2.x1 * weight2;
|
||||
sum.x2 = vector1.x2 * weight1 + vector2.x2 * weight2;
|
||||
sum.x3 = vector1.x3 * weight1 + vector2.x3 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
float weight1, in SPVector3 vector1,
|
||||
float weight2, in SPVector3 vector2,
|
||||
float weight3, in SPVector3 vector3,
|
||||
out SPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = vector1.x1 * weight1 + vector2.x1 * weight2 + vector3.x1 * weight3;
|
||||
sum.x2 = vector1.x2 * weight1 + vector2.x2 * weight2 + vector3.x2 * weight3;
|
||||
sum.x3 = vector1.x3 * weight1 + vector2.x3 * weight2 + vector3.x3 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
float weight1, in SPVector3 vector1,
|
||||
float weight2, in SPVector3 vector2,
|
||||
float weight3, in SPVector3 vector3,
|
||||
float weight4, in SPVector3 vector4,
|
||||
out SPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 * weight1 + vector2.x1 * weight2) + (vector3.x1 * weight3 + vector4.x1 * weight4);
|
||||
sum.x2 = (vector1.x2 * weight1 + vector2.x2 * weight2) + (vector3.x2 * weight3 + vector4.x2 * weight4);
|
||||
sum.x3 = (vector1.x3 * weight1 + vector2.x3 * weight2) + (vector3.x3 * weight3 + vector4.x3 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
float weight1, in SPVector3 vector1,
|
||||
float weight2, in SPVector3 vector2,
|
||||
float weight3, in SPVector3 vector3,
|
||||
float weight4, in SPVector3 vector4,
|
||||
float weight5, in SPVector3 vector5,
|
||||
out SPVector3 sum
|
||||
)
|
||||
{
|
||||
sum.x1 = (vector1.x1 * weight1 + vector2.x1 * weight2) + (vector3.x1 * weight3 + vector4.x1 * weight4) + vector5.x1 * weight5;
|
||||
sum.x2 = (vector1.x2 * weight1 + vector2.x2 * weight2) + (vector3.x2 * weight3 + vector4.x2 * weight4) + vector5.x2 * weight5;
|
||||
sum.x3 = (vector1.x3 * weight1 + vector2.x3 * weight2) + (vector3.x3 * weight3 + vector4.x3 * weight4) + vector5.x3 * weight5;
|
||||
}
|
||||
|
||||
public static void Muliply(in SPVector3 multiplicand, float multiplier, out SPVector3 product)
|
||||
{
|
||||
product.x1 = multiplicand.x1 * multiplier;
|
||||
product.x2 = multiplicand.x2 * multiplier;
|
||||
product.x3 = multiplicand.x3 * multiplier;
|
||||
}
|
||||
|
||||
public static void Divide(in SPVector3 dividend, float divisor, out SPVector3 quotient)
|
||||
{
|
||||
quotient.x1 = dividend.x1 / divisor;
|
||||
quotient.x2 = dividend.x2 / divisor;
|
||||
quotient.x3 = dividend.x3 / divisor;
|
||||
}
|
||||
|
||||
public static void GetMean2(
|
||||
in SPVector3 vector1,
|
||||
in SPVector3 vector2,
|
||||
out SPVector3 result
|
||||
)
|
||||
{
|
||||
result.x1 = (vector1.x1 + vector2.x1) * 0.5f;
|
||||
result.x2 = (vector1.x2 + vector2.x2) * 0.5f;
|
||||
result.x3 = (vector1.x3 + vector2.x3) * 0.5f;
|
||||
}
|
||||
|
||||
public static void GetMean3(
|
||||
in SPVector3 vector1,
|
||||
in SPVector3 vector2,
|
||||
in SPVector3 vector3,
|
||||
out SPVector3 result
|
||||
)
|
||||
{
|
||||
result.x1 = (vector1.x1 + vector2.x1 + vector3.x1) * SPUtility.ONE_THIRD;
|
||||
result.x2 = (vector1.x2 + vector2.x2 + vector3.x2) * SPUtility.ONE_THIRD;
|
||||
result.x3 = (vector1.x3 + vector2.x3 + vector3.x3) * SPUtility.ONE_THIRD;
|
||||
}
|
||||
|
||||
public static void GetMean4(
|
||||
in SPVector3 vector1,
|
||||
in SPVector3 vector2,
|
||||
in SPVector3 vector3,
|
||||
in SPVector3 vector4,
|
||||
out SPVector3 result
|
||||
)
|
||||
{
|
||||
result.x1 = ((vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1)) * 0.25f;
|
||||
result.x2 = ((vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2)) * 0.25f;
|
||||
result.x3 = ((vector1.x3 + vector2.x3) + (vector3.x3 + vector4.x3)) * 0.25f;
|
||||
}
|
||||
|
||||
public static void GetMean5(
|
||||
in SPVector3 vector1,
|
||||
in SPVector3 vector2,
|
||||
in SPVector3 vector3,
|
||||
in SPVector3 vector4,
|
||||
in SPVector3 vector5,
|
||||
out SPVector3 result
|
||||
)
|
||||
{
|
||||
result.x1 = ((vector1.x1 + vector2.x1) + (vector3.x1 + vector4.x1) + vector5.x1) * 0.2f;
|
||||
result.x2 = ((vector1.x2 + vector2.x2) + (vector3.x2 + vector4.x2) + vector5.x2) * 0.2f;
|
||||
result.x3 = ((vector1.x3 + vector2.x3) + (vector3.x3 + vector4.x3) + vector5.x3) * 0.2f;
|
||||
}
|
||||
|
||||
public static float GetScalarProduct(in SPVector3 vector1, in SPVector3 vector2)
|
||||
{
|
||||
return vector1.x1 * vector2.x1 + vector1.x2 * vector2.x2 + vector1.x3 * vector2.x3;
|
||||
}
|
||||
|
||||
public static void GetCrossProduct(in SPVector3 vector1, in SPVector3 vector2, out SPVector3 result)
|
||||
{
|
||||
float x1 = vector1.x2 * vector2.x3 - vector1.x3 * vector2.x2;
|
||||
float x2 = vector1.x3 * vector2.x1 - vector1.x1 * vector2.x3;
|
||||
float x3 = vector1.x1 * vector2.x2 - vector1.x2 * vector2.x1;
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
public static float GetTripleProduct(in SPVector3 vector1, in SPVector3 vector2, in SPVector3 vector3)
|
||||
{
|
||||
return vector1.x1 * (vector2.x2 * vector3.x3 - vector2.x3 * vector3.x2)
|
||||
+ vector1.x2 * (vector2.x3 * vector3.x1 - vector2.x1 * vector3.x3)
|
||||
+ vector1.x3 * (vector2.x1 * vector3.x2 - vector2.x2 * vector3.x1);
|
||||
}
|
||||
|
||||
public static void GetDoubleCrossProduct(in SPVector3 vector1, in SPVector3 vector2, in SPVector3 vector3, out SPVector3 result)
|
||||
{
|
||||
// [a x [b x c]] = b * (a, c) - c * (a, b)
|
||||
float ac = GetScalarProduct(vector1, vector3);
|
||||
float ab = GetScalarProduct(vector1, vector2);
|
||||
|
||||
result.x1 = ac * vector2.x1 - ab * vector3.x1;
|
||||
result.x2 = ac * vector2.x2 - ab * vector3.x2;
|
||||
result.x3 = ac * vector2.x3 - ab * vector3.x3;
|
||||
}
|
||||
|
||||
public static float GetAngle(in SPVector3 vector1, in SPVector3 vector2, AngleUnit unit)
|
||||
{
|
||||
float squareModule1 = vector1.GetSquareModule();
|
||||
|
||||
if (squareModule1 <= SPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
float squareModule2 = vector2.GetSquareModule();
|
||||
|
||||
if (squareModule2 <= SPUtility.SQUARE_EPSYLON)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
float cosine = SPVector3.GetScalarProduct(vector1, vector2) / MathF.Sqrt(squareModule1 * squareModule2);
|
||||
|
||||
if (1.0f - SPUtility.EPSYLON <= cosine)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
if (cosine <= -(1.0f - SPUtility.EPSYLON))
|
||||
{
|
||||
return SPAngle.GetHalfCircle(unit);
|
||||
}
|
||||
|
||||
return SPAngle.ConvertFromRadians(MathF.Acos(cosine), unit);
|
||||
}
|
||||
|
||||
public static float GetSquareDistance(in SPVector3 vector1, in SPVector3 vector2)
|
||||
{
|
||||
float dx1 = vector1.x1 - vector2.x1;
|
||||
float dx2 = vector1.x2 - vector2.x2;
|
||||
float dx3 = vector1.x3 - vector2.x3;
|
||||
|
||||
return dx1 * dx1 + dx2 * dx2 + dx3 * dx3;
|
||||
}
|
||||
|
||||
public static float GetDistance(in SPVector3 vector1, in SPVector3 vector2)
|
||||
{
|
||||
return MathF.Sqrt(GetSquareDistance(vector1, vector2));
|
||||
}
|
||||
|
||||
public static bool AreEqual(in SPVector3 vector1, in SPVector3 vector2)
|
||||
{
|
||||
float squareModule1 = vector1.GetSquareModule();
|
||||
float squareModule2 = vector2.GetSquareModule();
|
||||
float squareModule3 = GetSquareDistance(vector1, vector2);
|
||||
|
||||
// 3.0f means dimension amount
|
||||
if (squareModule1 < SPUtility.EPSYLON_EFFECTIVENESS_LIMIT || squareModule2 < SPUtility.EPSYLON_EFFECTIVENESS_LIMIT)
|
||||
{
|
||||
return squareModule3 < (3.0f * SPUtility.SQUARE_EPSYLON);
|
||||
}
|
||||
|
||||
if (squareModule1 <= squareModule2)
|
||||
{
|
||||
return squareModule3 <= (3.0f * SPUtility.SQUARE_EPSYLON) * squareModule2;
|
||||
}
|
||||
|
||||
return squareModule3 <= (3.0f * SPUtility.SQUARE_EPSYLON) * squareModule1;
|
||||
}
|
||||
}
|
||||
}
|
||||
366
Geometry/SPVersor.cs
Normal file
366
Geometry/SPVersor.cs
Normal file
|
|
@ -0,0 +1,366 @@
|
|||
/*
|
||||
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
/*
|
||||
* Author: Andrey Pokidov
|
||||
* Date: 20 Oct 2024
|
||||
*/
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
public struct SPVersor
|
||||
{
|
||||
public static readonly SPVersor IDLE = new SPVersor(1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
private float s0;
|
||||
private float x1;
|
||||
private float x2;
|
||||
private float x3;
|
||||
private float corrector;
|
||||
|
||||
private SPVersor(float s0, float x1, float x2, float x3, float corrector)
|
||||
{
|
||||
this.s0 = s0;
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
this.corrector = corrector;
|
||||
}
|
||||
|
||||
public SPVersor()
|
||||
{
|
||||
this.s0 = 1.0f;
|
||||
this.x1 = 0.0f;
|
||||
this.x2 = 0.0f;
|
||||
this.x3 = 0.0f;
|
||||
this.corrector = 1.0f;
|
||||
}
|
||||
|
||||
public SPVersor(float s0, float x1, float x2, float x3)
|
||||
{
|
||||
this.s0 = s0;
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
|
||||
float squareModule = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
|
||||
|
||||
this.corrector = 2.0f - squareModule;
|
||||
|
||||
if (squareModule < 1.0f - SPUtility.TWO_EPSYLON || 1.0f + SPUtility.TWO_EPSYLON < squareModule)
|
||||
{
|
||||
this.Normalize(squareModule);
|
||||
}
|
||||
else if (s0 < -1.0f + SPUtility.EPSYLON || 1.0f - SPUtility.EPSYLON < s0)
|
||||
{
|
||||
this.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
public SPVersor(in SPVersor versor)
|
||||
{
|
||||
this.s0 = versor.s0;
|
||||
this.x1 = versor.x1;
|
||||
this.x2 = versor.x2;
|
||||
this.x3 = versor.x3;
|
||||
this.corrector = versor.corrector;
|
||||
}
|
||||
|
||||
public SPVersor(in DPVersor versor)
|
||||
{
|
||||
this.s0 = (float)versor.GetScalar();
|
||||
this.x1 = (float)versor.GetX1();
|
||||
this.x2 = (float)versor.GetX2();
|
||||
this.x3 = (float)versor.GetX3();
|
||||
|
||||
float squareModule = (this.s0 * this.s0 + this.x1 * this.x1) + (this.x2 * this.x2 + this.x3 * this.x3);
|
||||
|
||||
this.corrector = 2.0f - squareModule;
|
||||
|
||||
if (squareModule < 1.0f - SPUtility.TWO_EPSYLON || 1.0f + SPUtility.TWO_EPSYLON < squareModule)
|
||||
{
|
||||
this.Normalize(squareModule);
|
||||
}
|
||||
else if (s0 < -1.0f + SPUtility.EPSYLON || 1.0f - SPUtility.EPSYLON < s0)
|
||||
{
|
||||
this.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
public readonly float GetScalar()
|
||||
{
|
||||
return this.s0;
|
||||
}
|
||||
|
||||
public readonly float GetX1()
|
||||
{
|
||||
return this.x1;
|
||||
}
|
||||
|
||||
public readonly float GetX2()
|
||||
{
|
||||
return this.x2;
|
||||
}
|
||||
|
||||
public readonly float GetX3()
|
||||
{
|
||||
return this.x3;
|
||||
}
|
||||
|
||||
public readonly float GetCorrector()
|
||||
{
|
||||
return this.corrector;
|
||||
}
|
||||
|
||||
public readonly bool IsIdle()
|
||||
{
|
||||
return this.s0 <= -(1.0f - SPUtility.EPSYLON) || (1.0f - SPUtility.EPSYLON) <= this.s0;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
this.s0 = 1.0f;
|
||||
this.x1 = 0.0f;
|
||||
this.x2 = 0.0f;
|
||||
this.x3 = 0.0f;
|
||||
this.corrector = 1.0f;
|
||||
}
|
||||
|
||||
public void Invert()
|
||||
{
|
||||
this.x1 = -this.x1;
|
||||
this.x2 = -this.x2;
|
||||
this.x3 = -this.x3;
|
||||
}
|
||||
|
||||
public readonly float GetAngle(AngleUnit unit)
|
||||
{
|
||||
if (this.s0 <= -(1.0f - SPUtility.TWO_EPSYLON) || 1.0f - SPUtility.TWO_EPSYLON <= this.s0) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
if (-SPUtility.EPSYLON <= this.s0 && this.s0 <= SPUtility.EPSYLON)
|
||||
{
|
||||
return SPAngle.GetHalfCircle(unit);
|
||||
}
|
||||
|
||||
return SPAngle.ConvertFromRadians(2.0f * MathF.Acos(s0), unit);
|
||||
}
|
||||
|
||||
public readonly void MakeRotationMatrix(out SPMatrix3x3 matrix)
|
||||
{
|
||||
float s0s0 = this.s0 * this.s0;
|
||||
float x1x1 = this.x1 * this.x1;
|
||||
float x2x2 = this.x1 * this.x2;
|
||||
float x3x3 = this.x1 * this.x3;
|
||||
|
||||
|
||||
float s0x1 = this.s0 * this.x1;
|
||||
float s0x2 = this.s0 * this.x2;
|
||||
float s0x3 = this.s0 * this.x3;
|
||||
|
||||
float x1x2 = this.x1 * this.x2;
|
||||
float x1x3 = this.x1 * this.x3;
|
||||
float x2x3 = this.x2 * this.x3;
|
||||
|
||||
float corrector2 = 2.0f * this.corrector;
|
||||
|
||||
matrix.r1c1 = this.corrector * ((s0s0 + x1x1) - (x2x2 + x3x3));
|
||||
matrix.r2c2 = this.corrector * ((s0s0 + x2x2) - (x1x1 + x3x3));
|
||||
matrix.r3c3 = this.corrector * ((s0s0 + x3x3) - (x1x1 + x2x2));
|
||||
|
||||
matrix.r1c2 = corrector2 * (x1x2 - s0x3);
|
||||
matrix.r2c3 = corrector2 * (x2x3 - s0x1);
|
||||
matrix.r3c1 = corrector2 * (x1x3 - s0x2);
|
||||
|
||||
matrix.r2c1 = corrector2 * (x1x2 + s0x3);
|
||||
matrix.r3c2 = corrector2 * (x2x3 + s0x1);
|
||||
matrix.r1c3 = corrector2 * (x1x3 + s0x2);
|
||||
}
|
||||
|
||||
public readonly void MakeReverseMatrix(out SPMatrix3x3 matrix)
|
||||
{
|
||||
float s0s0 = this.s0 * this.s0;
|
||||
float x1x1 = this.x1 * this.x1;
|
||||
float x2x2 = this.x1 * this.x2;
|
||||
float x3x3 = this.x1 * this.x3;
|
||||
|
||||
|
||||
float s0x1 = this.s0 * this.x1;
|
||||
float s0x2 = this.s0 * this.x2;
|
||||
float s0x3 = this.s0 * this.x3;
|
||||
|
||||
float x1x2 = this.x1 * this.x2;
|
||||
float x1x3 = this.x1 * this.x3;
|
||||
float x2x3 = this.x2 * this.x3;
|
||||
|
||||
float corrector2 = 2.0f * this.corrector;
|
||||
|
||||
matrix.r1c1 = this.corrector * ((s0s0 + x1x1) - (x2x2 + x3x3));
|
||||
matrix.r2c2 = this.corrector * ((s0s0 + x2x2) - (x1x1 + x3x3));
|
||||
matrix.r3c3 = this.corrector * ((s0s0 + x3x3) - (x1x1 + x2x2));
|
||||
|
||||
matrix.r1c2 = corrector2 * (x1x2 + s0x3);
|
||||
matrix.r2c3 = corrector2 * (x2x3 + s0x1);
|
||||
matrix.r3c1 = corrector2 * (x1x3 + s0x2);
|
||||
|
||||
matrix.r2c1 = corrector2 * (x1x2 - s0x3);
|
||||
matrix.r3c2 = corrector2 * (x2x3 - s0x1);
|
||||
matrix.r1c3 = corrector2 * (x1x3 - s0x2);
|
||||
}
|
||||
|
||||
public void SetValues(float s0, float x1, float x2, float x3)
|
||||
{
|
||||
this.s0 = s0;
|
||||
this.x1 = x1;
|
||||
this.x2 = x2;
|
||||
this.x3 = x3;
|
||||
|
||||
float squareModule = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
|
||||
|
||||
if (squareModule < 1.0f - SPUtility.TWO_EPSYLON || 1.0f + SPUtility.TWO_EPSYLON < squareModule)
|
||||
{
|
||||
this.Normalize(squareModule);
|
||||
return;
|
||||
}
|
||||
|
||||
if (s0 < -1.0f + SPUtility.EPSYLON || 1.0f - SPUtility.EPSYLON < s0) {
|
||||
this.Reset();
|
||||
return;
|
||||
}
|
||||
|
||||
this.corrector = 2.0f - squareModule;
|
||||
}
|
||||
|
||||
public void SetValues(in SPVersor versor)
|
||||
{
|
||||
this.s0 = versor.s0;
|
||||
this.x1 = versor.x1;
|
||||
this.x2 = versor.x2;
|
||||
this.x3 = versor.x3;
|
||||
this.corrector = versor.corrector;
|
||||
}
|
||||
|
||||
public void SetValues(in DPVersor versor)
|
||||
{
|
||||
this.SetValues(
|
||||
(float)versor.GetScalar(),
|
||||
(float)versor.GetX1(),
|
||||
(float)versor.GetX2(),
|
||||
(float)versor.GetX3()
|
||||
);
|
||||
}
|
||||
|
||||
public void SetInverted(in SPVersor versor)
|
||||
{
|
||||
this.s0 = versor.s0;
|
||||
this.x1 = -versor.x1;
|
||||
this.x2 = -versor.x2;
|
||||
this.x3 = -versor.x3;
|
||||
this.corrector = versor.corrector;
|
||||
}
|
||||
|
||||
public void SetInverted(in DPVersor versor)
|
||||
{
|
||||
this.SetValues(
|
||||
(float)versor.GetScalar(),
|
||||
-(float)versor.GetX1(),
|
||||
-(float)versor.GetX2(),
|
||||
-(float)versor.GetX3()
|
||||
);
|
||||
}
|
||||
|
||||
public readonly void Turn(in SPVector3 vector, out SPVector3 result)
|
||||
{
|
||||
float multiplier = 2.0f * this.corrector;
|
||||
float tx1 = multiplier * (this.x2 * vector.x3 - this.x3 * vector.x2);
|
||||
float tx2 = multiplier * (this.x3 * vector.x1 - this.x1 * vector.x3);
|
||||
float tx3 = multiplier * (this.x1 * vector.x2 - this.x2 * vector.x1);
|
||||
|
||||
float x1 = (vector.x1 + tx1 * this.s0) + (this.x2 * tx3 - this.x3 * tx2);
|
||||
float x2 = (vector.x2 + tx2 * this.s0) + (this.x3 * tx1 - this.x1 * tx3);
|
||||
float x3 = (vector.x3 + tx3 * this.s0) + (this.x1 * tx2 - this.x2 * tx1);
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
public readonly void TurnBack(in SPVector3 vector, out SPVector3 result)
|
||||
{
|
||||
float multiplier = 2.0f * this.corrector;
|
||||
float tx1 = multiplier * (this.x2 * vector.x3 - this.x3 * vector.x2);
|
||||
float tx2 = multiplier * (this.x3 * vector.x1 - this.x1 * vector.x3);
|
||||
float tx3 = multiplier * (this.x1 * vector.x2 - this.x2 * vector.x1);
|
||||
|
||||
float x1 = (vector.x1 - tx1 * this.s0) + (this.x2 * tx3 - this.x3 * tx2);
|
||||
float x2 = (vector.x2 - tx2 * this.s0) + (this.x3 * tx1 - this.x1 * tx3);
|
||||
float x3 = (vector.x3 - tx3 * this.s0) + (this.x1 * tx2 - this.x2 * tx1);
|
||||
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
}
|
||||
|
||||
private void Normalize(float squareModule)
|
||||
{
|
||||
if (squareModule <= SPUtility.SQUARE_EPSYLON || (this.x1 * this.x1 + this.x2 * this.x2 + this.x3 * this.x3) <= SPUtility.SQUARE_EPSYLON * squareModule)
|
||||
{
|
||||
this.Reset();
|
||||
return;
|
||||
}
|
||||
|
||||
float module = MathF.Sqrt(squareModule);
|
||||
|
||||
this.s0 /= module;
|
||||
this.x1 /= module;
|
||||
this.x2 /= module;
|
||||
this.x3 /= module;
|
||||
|
||||
this.corrector = (this.s0 * this.s0 + this.x1 * this.x1) + (this.x2 * this.x2 + this.x3 * this.x3);
|
||||
}
|
||||
|
||||
public static void Combine(in SPVersor second, in SPVersor first, out SPVersor result)
|
||||
{
|
||||
float s0 = (second.s0 * first.s0 - second.x1 * first.x1) - (second.x2 * first.x2 + second.x3 * first.x3);
|
||||
float x1 = (second.x1 * first.s0 + second.s0 * first.x1) - (second.x3 * first.x2 - second.x2 * first.x3);
|
||||
float x2 = (second.x2 * first.s0 + second.s0 * first.x2) - (second.x1 * first.x3 - second.x3 * first.x1);
|
||||
float x3 = (second.x3 * first.s0 + second.s0 * first.x3) - (second.x2 * first.x1 - second.x1 * first.x2);
|
||||
|
||||
float squareModule = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
|
||||
|
||||
result.corrector = 2.0f - squareModule;
|
||||
result.s0 = s0;
|
||||
result.x1 = x1;
|
||||
result.x2 = x2;
|
||||
result.x3 = x3;
|
||||
|
||||
if (squareModule < 1.0f - SPUtility.TWO_EPSYLON || 1.0f + SPUtility.TWO_EPSYLON < squareModule)
|
||||
{
|
||||
result.Normalize(squareModule);
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadIdle(out SPVersor versor)
|
||||
{
|
||||
versor.corrector = 1.0f;
|
||||
versor.s0 = 1.0f;
|
||||
versor.x1 = 0.0f;
|
||||
versor.x2 = 0.0f;
|
||||
versor.x3 = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
14
GeometryDev/GeometryDev.csproj
Normal file
14
GeometryDev/GeometryDev.csproj
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Geometry\Geometry.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
80
GeometryDev/Program.cs
Normal file
80
GeometryDev/Program.cs
Normal file
|
|
@ -0,0 +1,80 @@
|
|||
// See https://aka.ms/new-console-template for more information
|
||||
using System;
|
||||
using System.ComponentModel;
|
||||
using System.Diagnostics;
|
||||
using Geometry;
|
||||
|
||||
public static class Program
|
||||
{
|
||||
private static SPVersor[] AllocateVersors(int amount)
|
||||
{
|
||||
return new SPVersor[amount];
|
||||
}
|
||||
|
||||
private static SPVersor[] MakeZeroVersors(int amount)
|
||||
{
|
||||
SPVersor[] versors = AllocateVersors(amount);
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
versors[i] = SPVersor.IDLE;
|
||||
}
|
||||
|
||||
return versors;
|
||||
}
|
||||
|
||||
private static SPVersor[] MakeRandomVersors(int amount)
|
||||
{
|
||||
Random randomizer = new Random(Environment.TickCount);
|
||||
|
||||
SPVersor[] versors = AllocateVersors(amount);
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
versors[i] = new SPVersor(
|
||||
randomizer.NextSingle(),
|
||||
randomizer.NextSingle(),
|
||||
randomizer.NextSingle(),
|
||||
randomizer.NextSingle()
|
||||
);
|
||||
}
|
||||
|
||||
return versors;
|
||||
}
|
||||
|
||||
private static void PrintVersor(in SPVersor versor)
|
||||
{
|
||||
Console.WriteLine("({0}, {1}, {2}, {3}) / {4:E}", versor.GetScalar(), versor.GetX1(), versor.GetX2(), versor.GetX3(), versor.GetCorrector() - 1.0f);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
int amount = 1000000;
|
||||
|
||||
SPVersor[] versors1 = MakeRandomVersors(amount);
|
||||
SPVersor[] versors2 = MakeRandomVersors(amount);
|
||||
SPVersor[] results = MakeZeroVersors(amount);
|
||||
|
||||
long start, end;
|
||||
|
||||
start = Environment.TickCount64;
|
||||
|
||||
for (int j = 0; j < 1000; j++)
|
||||
{
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
SPVersor.Combine(versors1[i], versors2[i], out results[i]);
|
||||
}
|
||||
}
|
||||
|
||||
end = Environment.TickCount64;
|
||||
|
||||
Console.WriteLine("Time: {0}", end - start);
|
||||
|
||||
PrintVersor(versors1[10]);
|
||||
PrintVersor(versors2[10]);
|
||||
PrintVersor(results[10]);
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
18
GeometryTest/GeometryTest.csproj
Normal file
18
GeometryTest/GeometryTest.csproj
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
|
||||
<IsPackable>false</IsPackable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="16.11.0" />
|
||||
<PackageReference Include="MSTest.TestAdapter" Version="2.2.7" />
|
||||
<PackageReference Include="MSTest.TestFramework" Version="2.2.7" />
|
||||
<PackageReference Include="coverlet.collector" Version="3.1.0" />
|
||||
<ProjectReference Include="..\Geometry\Geometry.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
19
GeometryTest/Vector2FloatTest.cs
Normal file
19
GeometryTest/Vector2FloatTest.cs
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
using Geometry;
|
||||
|
||||
namespace GeometryTest
|
||||
{
|
||||
[TestClass]
|
||||
public class Vector2FloatTest
|
||||
{
|
||||
[TestMethod]
|
||||
public void TestInitialization()
|
||||
{
|
||||
SPVector2 vector = new SPVector2(1.0f, 2.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue