/* * Author: Andrey Pokidov * License: Apache-2.0 * Date: 10 Feb 2019 */ namespace BGC { public struct Matrix3x3FP32 { public float r1c1 = 0.0f, r1c2 = 0.0f, r1c3 = 0.0f; public float r2c1 = 0.0f, r2c2 = 0.0f, r2c3 = 0.0f; public float r3c1 = 0.0f, r3c2 = 0.0f, r3c3 = 0.0f; public Matrix3x3FP32(float d1, float d2, float d3) { this.r1c1 = d1; this.r2c2 = d2; this.r3c3 = d3; } public Matrix3x3FP32(in Matrix3x3FP32 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 Matrix3x3FP32(in Matrix3x3FP64 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() { return UtilityFP32.IsZero(this.GetDeterminant()); } 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 (UtilityFP32.IsZero(determinant)) { 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; float mutiplier = 1.0f / determinant; this.r1c1 = r1c1 * mutiplier; this.r1c2 = r1c2 * mutiplier; this.r1c3 = r1c3 * mutiplier; this.r2c1 = r2c1 * mutiplier; this.r2c2 = r2c2 * mutiplier; this.r2c3 = r2c3 * mutiplier; this.r3c1 = r3c1 * mutiplier; this.r3c2 = r3c2 * mutiplier; this.r3c3 = r3c3 * mutiplier; return true; } 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 SetToIdentity() { 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 SetToDiagonal(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 Set(in Matrix3x3FP32 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 Set(in Matrix3x3FP64 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 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.r1c2 = r1; this.r2c2 = r2; this.r3c2 = r3; } public void SetColumn3(float r1, float r2, float r3) { this.r1c3 = r1; this.r2c3 = r2; this.r3c3 = r3; } public static void MakeTransposed(in Matrix3x3FP32 matrix, out Matrix3x3FP32 transposed) { transposed.r1c1 = matrix.r1c1; transposed.r2c2 = matrix.r2c2; transposed.r3c3 = matrix.r3c3; (transposed.r1c2, transposed.r2c1) = (matrix.r2c1, matrix.r1c2); (transposed.r1c3, transposed.r3c1) = (matrix.r3c1, matrix.r1c3); (transposed.r2c3, transposed.r3c2) = (matrix.r3c2, matrix.r2c3); } public static bool MakeInverted(in Matrix3x3FP32 matrix, out Matrix3x3FP32 inverted) { float determinant = matrix.GetDeterminant(); if (UtilityFP32.IsZero(determinant)) { LoadZero(out inverted); 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; float mutiplier = 1.0f / determinant; inverted.r1c1 = r1c1 * mutiplier; inverted.r1c2 = r1c2 * mutiplier; inverted.r1c3 = r1c3 * mutiplier; inverted.r2c1 = r2c1 * mutiplier; inverted.r2c2 = r2c2 * mutiplier; inverted.r2c3 = r2c3 * mutiplier; inverted.r3c1 = r3c1 * mutiplier; inverted.r3c2 = r3c2 * mutiplier; inverted.r3c3 = r3c3 * mutiplier; return true; } public static void Add(in Matrix3x3FP32 matrix1, in Matrix3x3FP32 matrix2, out Matrix3x3FP32 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 AddScaled(in Matrix3x3FP32 basicMatrix, in Matrix3x3FP32 scalableMatrix, float scale, out Matrix3x3FP32 sum) { sum.r1c1 = basicMatrix.r1c1 + scalableMatrix.r1c1 * scale; sum.r1c2 = basicMatrix.r1c2 + scalableMatrix.r1c2 * scale; sum.r1c3 = basicMatrix.r1c3 + scalableMatrix.r1c3 * scale; sum.r2c1 = basicMatrix.r2c1 + scalableMatrix.r2c1 * scale; sum.r2c2 = basicMatrix.r2c2 + scalableMatrix.r2c2 * scale; sum.r2c3 = basicMatrix.r2c3 + scalableMatrix.r2c3 * scale; sum.r3c1 = basicMatrix.r3c1 + scalableMatrix.r3c1 * scale; sum.r3c2 = basicMatrix.r3c2 + scalableMatrix.r3c2 * scale; sum.r3c3 = basicMatrix.r3c3 + scalableMatrix.r3c3 * scale; } public static void Subtract(in Matrix3x3FP32 minuend, in Matrix3x3FP32 subtrahend, out Matrix3x3FP32 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 Multiply(in Matrix3x3FP32 multiplicand, float multiplier, out Matrix3x3FP32 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 Matrix3x3FP32 dividend, float divisor, out Matrix3x3FP32 quotient) { Multiply(dividend, 1.0f / divisor, out quotient); } public static void RightProduct(in Matrix3x3FP32 matrix, in Vector3FP32 vector, out Vector3FP32 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 LeftProduct(in Vector3FP32 vector, in Matrix3x3FP32 matrix, out Vector3FP32 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 Matrix3x3FP32 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 Matrix3x3FP32 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 Matrix3x3FP32 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; } } }