bgc-net/BasicGeometry/Matrix3x3FP32.cs

407 lines
13 KiB
C#

/*
* 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;
}
}
}