daily update on 20230927 by nitload youmu, all polygon4 display available, optimizing on C/C# interoperation
This commit is contained in:
@@ -1,6 +1,9 @@
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namespace StgSharp.Math
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace StgSharp.Math
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{
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public unsafe static partial class Vector
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public unsafe static partial class VectorCalc
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{
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public static Vec3d To3D(Vec2d vec)
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{
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@@ -26,6 +29,11 @@
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static Vec3d To3D(Vector4 vector)
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{
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return new Vec3d(vector);
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}
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}
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@@ -11,17 +11,19 @@ namespace StgSharp.Math
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[FieldOffset(0)] internal Mat3 mat;
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[FieldOffset(3 * 4 * sizeof(float))] internal Mat3 transpose;
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[FieldOffset(6 * 4 * sizeof(float))] internal bool isTransposed;
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[FieldOffset(0 * 4 * sizeof(float))] public Vec3d Colum0;
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[FieldOffset(1 * 4 * sizeof(float))] public Vec3d Colum1;
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[FieldOffset(2 * 4 * sizeof(float))] public Vec3d Colum2;
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public Matrix3x3(
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float a00,float a01,float a02,
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float a10,float a11,float a12,
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float a20,float a21,float a22
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float a00, float a01, float a02,
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float a10, float a11, float a12,
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float a20, float a21, float a22
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)
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{
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mat.colum0 = new Vector4(a00,a10,a20,0);
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mat.colum1 = new Vector4(a01,a11,a21,0);
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mat.colum2 = new Vector4(a02,a12,a22,0);
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mat.colum0 = new Vector4(a00, a10, a20, 0);
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mat.colum1 = new Vector4(a01, a11, a21, 0);
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mat.colum2 = new Vector4(a02, a12, a22, 0);
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}
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internal Matrix3x3(
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@@ -129,7 +131,7 @@ namespace StgSharp.Math
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mat.mat.colum2 * value
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x3 operator /(Matrix3x3 mat, float value)
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{
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@@ -145,33 +147,33 @@ namespace StgSharp.Math
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{
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left.InternalTranspose();
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return new Matrix3x2(
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Vector4.Dot(left.transpose.colum0,right.mat.colum0),
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Vector4.Dot(left.transpose.colum0,right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1,right.mat.colum0),
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Vector4.Dot(left.transpose.colum1,right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2,right.mat.colum0),
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Vector4.Dot(left.transpose.colum2,right.mat.colum1)
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix3x3 operator *(Matrix3x3 left, Matrix3x3 right)
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{
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left.InternalTranspose();
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return new Matrix3x3(
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Vector4.Dot(left.transpose.colum0,right.mat.colum0),
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Vector4.Dot(left.transpose.colum0,right.mat.colum1),
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Vector4.Dot(left.transpose.colum0,right.mat.colum2),
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum1,right.mat.colum0),
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Vector4.Dot(left.transpose.colum1,right.mat.colum1),
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Vector4.Dot(left.transpose.colum1,right.mat.colum2),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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Vector4.Dot(left.transpose.colum2,right.mat.colum0),
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Vector4.Dot(left.transpose.colum2,right.mat.colum1),
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Vector4.Dot(left.transpose.colum2,right.mat.colum2)
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2)
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);
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}
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@@ -180,20 +182,20 @@ namespace StgSharp.Math
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{
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left.InternalTranspose();
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return new Matrix3x4(
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Vector4.Dot(left.transpose.colum0,right.mat.colum0),
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Vector4.Dot(left.transpose.colum0,right.mat.colum1),
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Vector4.Dot(left.transpose.colum0,right.mat.colum2),
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Vector4.Dot(left.transpose.colum0,right.mat.colum3),
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum0, right.mat.colum3),
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Vector4.Dot(left.transpose.colum1,right.mat.colum0),
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Vector4.Dot(left.transpose.colum1,right.mat.colum1),
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Vector4.Dot(left.transpose.colum1,right.mat.colum2),
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Vector4.Dot(left.transpose.colum1,right.mat.colum3),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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Vector4.Dot(left.transpose.colum1, right.mat.colum3),
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Vector4.Dot(left.transpose.colum2,right.mat.colum0),
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Vector4.Dot(left.transpose.colum2,right.mat.colum1),
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Vector4.Dot(left.transpose.colum2,right.mat.colum2),
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Vector4.Dot(left.transpose.colum2,right.mat.colum3)
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2),
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Vector4.Dot(left.transpose.colum2, right.mat.colum3)
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);
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}
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@@ -1,4 +1,5 @@
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using System;
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using System.Drawing;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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@@ -6,13 +7,18 @@ using System.Runtime.InteropServices;
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namespace StgSharp.Math
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{
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[StructLayout(LayoutKind.Explicit, Size = 7*4*sizeof(float)+ sizeof(bool),Pack = 16)]
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[StructLayout(LayoutKind.Explicit, Size = 7 * 4 * sizeof(float) + sizeof(bool), Pack = 16)]
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public struct Matrix3x4
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{
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[FieldOffset(0)] internal Mat4 mat;
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[FieldOffset(4*4*sizeof(float))] internal Mat3 transpose;
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[FieldOffset(4 * 4 * sizeof(float))] internal Mat3 transpose;
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[FieldOffset(7 * 4 * sizeof(float))] internal bool isTransposed;
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[FieldOffset(0 * 4 * sizeof(float))] public Vec3d Colum0;
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[FieldOffset(1 * 4 * sizeof(float))] public Vec3d Colum1;
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[FieldOffset(2 * 4 * sizeof(float))] public Vec3d Colum2;
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[FieldOffset(3 * 4 * sizeof(float))] public Vec3d Colum3;
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public Matrix3x4(
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float a00, float a01, float a02, float a03,
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float a10, float a11, float a12, float a13,
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@@ -90,8 +96,8 @@ namespace StgSharp.Math
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{
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if (!isTransposed)
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{
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fixed(Mat4* source = &this.mat)
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fixed(Mat3* target = &this.transpose)
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fixed (Mat4* source = &this.mat)
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fixed (Mat3* target = &this.transpose)
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{
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internalIO.Transpose4to3_internal(source, target);
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}
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@@ -150,10 +156,10 @@ namespace StgSharp.Math
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return new Matrix3x2(
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1)
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);
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@@ -167,11 +173,11 @@ namespace StgSharp.Math
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2)
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@@ -187,12 +193,12 @@ namespace StgSharp.Math
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum0, right.mat.colum3),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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Vector4.Dot(left.transpose.colum1, right.mat.colum3),
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2),
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@@ -6,7 +6,7 @@ using System.Runtime.InteropServices;
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namespace StgSharp.Math
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{
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[StructLayout(LayoutKind.Explicit,Size = 16,Pack = 16)]
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[StructLayout(LayoutKind.Explicit, Size = 16, Pack = 16)]
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public struct Vec3d
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{
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[FieldOffset(0)]
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@@ -22,7 +22,12 @@ namespace StgSharp.Math
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X = x; Y = y; Z = z;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal Vec3d(Vector4 vector)
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{
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vec = vector;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec3d operator +(Vec3d vec1, Vec3d vec2)
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{
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@@ -57,9 +62,9 @@ namespace StgSharp.Math
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public static Vec3d operator /(Vec3d vec, float value)
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{
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return new Vec3d(
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vec.X/value,
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vec.Y/value,
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vec.Z/value
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vec.X / value,
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vec.Y / value,
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vec.Z / value
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);
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}
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