bgc-net/Geometry/SPMatrix3x2.cs

344 lines
13 KiB
C#

/*
* 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 struct 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(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 SPMatrix3x2(in 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 SPMatrix3x2(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.r3c2;
}
public SPMatrix3x2(in DPMatrix2x3 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;
}
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(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 void SetValues(in 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 SetTransposed(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.r3c2;
}
public void SetTransposed(in DPMatrix2x3 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;
}
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(in SPMatrix3x2 matrix1, in SPMatrix3x2 matrix2, out 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(
in SPMatrix3x2 matrix1,
in SPMatrix3x2 matrix2,
in SPMatrix3x2 matrix3,
out 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(
in SPMatrix3x2 matrix1,
in SPMatrix3x2 matrix2,
in SPMatrix3x2 matrix3,
in SPMatrix3x2 matrix4,
out 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(
in SPMatrix3x2 matrix1,
in SPMatrix3x2 matrix2,
in SPMatrix3x2 matrix3,
in SPMatrix3x2 matrix4,
in SPMatrix3x2 matrix5,
out 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(in SPMatrix3x2 minuend, in SPMatrix3x2 subtrahend, out 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, in SPMatrix3x2 matrix1,
float weight2, in SPMatrix3x2 matrix2,
out 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, in SPMatrix3x2 matrix1,
float weight2, in SPMatrix3x2 matrix2,
float weight3, in SPMatrix3x2 matrix3,
out 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, in SPMatrix3x2 matrix1,
float weight2, in SPMatrix3x2 matrix2,
float weight3, in SPMatrix3x2 matrix3,
float weight4, in SPMatrix3x2 matrix4,
out 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, in SPMatrix3x2 matrix1,
float weight2, in SPMatrix3x2 matrix2,
float weight3, in SPMatrix3x2 matrix3,
float weight4, in SPMatrix3x2 matrix4,
float weight5, in SPMatrix3x2 matrix5,
out 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(in SPMatrix3x2 multiplicand, float multiplier, out 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(in SPMatrix3x2 dividend, float divisor, out 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(in SPMatrix3x2 matrix, in SPVector3 vector, out SPVector2 result)
{
result.x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2 + matrix.r1c3 * vector.x3;
result.x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2 + matrix.r2c3 * vector.x3;
}
public static void GetLeftProduct(in SPVector2 vector, in SPMatrix3x2 matrix, out SPVector3 result)
{
result.x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1;
result.x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2;
result.x3 = vector.x1 * matrix.r1c3 + vector.x2 * matrix.r2c3;
}
}
}