bgc-net/Geometry/DPMatrix3x2.cs

292 lines
10 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.
*/
using System;
/*
* Author: Andrey Pokidov
* Date: 11 Nov 2024
*/
namespace Geometry
{
public struct DPMatrix3x2
{
public double r1c1, r1c2, r1c3;
public double r2c1, r2c2, r2c3;
public DPMatrix3x2()
{
this.r1c1 = 0.0;
this.r1c2 = 0.0;
this.r1c3 = 0.0;
this.r2c1 = 0.0;
this.r2c2 = 0.0;
this.r2c3 = 0.0;
}
public DPMatrix3x2(in DPMatrix3x2 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 DPMatrix3x2(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 DPMatrix3x2(in DPMatrix2x3 matrix)
{
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r2c1;
this.r1c3 = matrix.r3c1;
this.r2c1 = matrix.r1c2;
this.r2c2 = matrix.r2c2;
this.r2c3 = matrix.r2c2;
}
public DPMatrix3x2(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.r2c2;
}
public void Reset()
{
this.r1c1 = 0.0;
this.r1c2 = 0.0;
this.r1c3 = 0.0;
this.r2c1 = 0.0;
this.r2c2 = 0.0;
this.r2c3 = 0.0;
}
public void SetValues(in DPMatrix3x2 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 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 SetTransposed(in DPMatrix2x3 matrix)
{
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r2c1;
this.r1c3 = matrix.r3c1;
this.r2c1 = matrix.r1c2;
this.r2c2 = matrix.r2c2;
this.r2c3 = matrix.r2c2;
}
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.r2c2;
}
public void SetRow1(double c1, double c2, double c3)
{
this.r1c1 = c1;
this.r1c2 = c2;
this.r1c3 = c3;
}
public void SetRow2(double c1, double c2, double c3)
{
this.r2c1 = c1;
this.r2c2 = c2;
this.r2c3 = c3;
}
public void SetColumn1(double r1, double r2)
{
this.r1c1 = r1;
this.r2c1 = r2;
}
public void SetColumn2(double r1, double r2)
{
this.r1c3 = r1;
this.r2c3 = r2;
}
public void SetColumn3(double r1, double r2)
{
this.r1c3 = r1;
this.r2c3 = r2;
}
public static void Add(in DPMatrix3x2 matrix1, in DPMatrix3x2 matrix2, out DPMatrix3x2 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 Subtract(in DPMatrix3x2 minuend, in DPMatrix3x2 subtrahend, out DPMatrix3x2 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 Multiply(in DPMatrix3x2 multiplicand, double multiplier, out DPMatrix3x2 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 DPMatrix3x2 dividend, double divisor, out DPMatrix3x2 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 GetWeightedSum2(
double weight1, in DPMatrix3x2 matrix1,
double weight2, in DPMatrix3x2 matrix2,
out DPMatrix3x2 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(
double weight1, in DPMatrix3x2 matrix1,
double weight2, in DPMatrix3x2 matrix2,
double weight3, in DPMatrix3x2 matrix3,
out DPMatrix3x2 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(
double weight1, in DPMatrix3x2 matrix1,
double weight2, in DPMatrix3x2 matrix2,
double weight3, in DPMatrix3x2 matrix3,
double weight4, in DPMatrix3x2 matrix4,
out DPMatrix3x2 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(
double weight1, in DPMatrix3x2 matrix1,
double weight2, in DPMatrix3x2 matrix2,
double weight3, in DPMatrix3x2 matrix3,
double weight4, in DPMatrix3x2 matrix4,
double weight5, in DPMatrix3x2 matrix5,
out DPMatrix3x2 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 GetRightProduct(in DPMatrix3x2 matrix, in DPVector3 vector, out DPVector2 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 DPVector2 vector, in DPMatrix3x2 matrix, out DPVector3 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;
}
}
}