bgc-net/BasicGeometry/Matrix2x3FP32.cs

220 lines
No EOL
6.5 KiB
C#

/*
* 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;
}
}
}