/* * Author: Andrey Pokidov * License: Apache-2.0 * Date: 11 Nov 2024 */ namespace BGC { public struct Matrix2x3FP32 { public float r1c1 = 0.0f, r1c2 = 0.0f; public float r2c1 = 0.0f, r2c2 = 0.0f; public float r3c1 = 0.0f, r3c2 = 0.0f; public Matrix2x3FP32(in Matrix2x3FP32 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 Matrix2x3FP32(in Matrix2x3FP64 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 Matrix2x3FP32(in Matrix3x2FP32 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 Matrix2x3FP32(in Matrix3x2FP64 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(in Matrix2x3FP32 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 Matrix2x3FP64 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(in Matrix3x2FP32 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 Matrix3x2FP64 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 void AppendScaled(in Matrix2x3FP32 matrix, float scale) { this.r1c1 += matrix.r1c1 * scale; this.r1c2 += matrix.r1c2 * scale; this.r2c1 += matrix.r2c1 * scale; this.r2c2 += matrix.r2c2 * scale; this.r3c1 += matrix.r3c1 * scale; this.r3c2 += matrix.r3c2 * scale; } public static void Add(in Matrix2x3FP32 matrix1, in Matrix2x3FP32 matrix2, out Matrix2x3FP32 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 Subtract(in Matrix2x3FP32 minuend, in Matrix2x3FP32 subtrahend, out Matrix2x3FP32 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 Multiply(in Matrix2x3FP32 multiplicand, float multiplier, out Matrix2x3FP32 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 Matrix2x3FP32 dividend, float divisor, out Matrix2x3FP32 quotient) { Multiply(dividend, 1.0f / divisor, out quotient); } public static void GetRightProduct(in Matrix2x3FP32 matrix, in Vector2FP32 vector, out Vector3FP32 result) { result.x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2; result.x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2; result.x3 = matrix.r3c1 * vector.x1 + matrix.r3c2 * vector.x2; } public static void GetLeftProduct(in Vector3FP32 vector, in Matrix2x3FP32 matrix, out Vector2FP32 result) { result.x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1 + vector.x3 * matrix.r3c1; result.x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2 + vector.x3 * matrix.r3c2; } } }