daily update on 20230927 by nitload youmu, all polygon4 display available, optimizing on C/C# interoperation
This commit is contained in:
@@ -11,17 +11,19 @@ namespace StgSharp.Math
|
||||
[FieldOffset(0)] internal Mat3 mat;
|
||||
[FieldOffset(3 * 4 * sizeof(float))] internal Mat3 transpose;
|
||||
[FieldOffset(6 * 4 * sizeof(float))] internal bool isTransposed;
|
||||
|
||||
[FieldOffset(0 * 4 * sizeof(float))] public Vec3d Colum0;
|
||||
[FieldOffset(1 * 4 * sizeof(float))] public Vec3d Colum1;
|
||||
[FieldOffset(2 * 4 * sizeof(float))] public Vec3d Colum2;
|
||||
|
||||
public Matrix3x3(
|
||||
float a00,float a01,float a02,
|
||||
float a10,float a11,float a12,
|
||||
float a20,float a21,float a22
|
||||
float a00, float a01, float a02,
|
||||
float a10, float a11, float a12,
|
||||
float a20, float a21, float a22
|
||||
)
|
||||
{
|
||||
mat.colum0 = new Vector4(a00,a10,a20,0);
|
||||
mat.colum1 = new Vector4(a01,a11,a21,0);
|
||||
mat.colum2 = new Vector4(a02,a12,a22,0);
|
||||
mat.colum0 = new Vector4(a00, a10, a20, 0);
|
||||
mat.colum1 = new Vector4(a01, a11, a21, 0);
|
||||
mat.colum2 = new Vector4(a02, a12, a22, 0);
|
||||
}
|
||||
|
||||
internal Matrix3x3(
|
||||
@@ -129,7 +131,7 @@ namespace StgSharp.Math
|
||||
mat.mat.colum2 * value
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Matrix3x3 operator /(Matrix3x3 mat, float value)
|
||||
{
|
||||
@@ -145,33 +147,33 @@ namespace StgSharp.Math
|
||||
{
|
||||
left.InternalTranspose();
|
||||
return new Matrix3x2(
|
||||
Vector4.Dot(left.transpose.colum0,right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum0,right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum0, right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum0, right.mat.colum1),
|
||||
|
||||
Vector4.Dot(left.transpose.colum1,right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum1,right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum1, right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum1, right.mat.colum1),
|
||||
|
||||
Vector4.Dot(left.transpose.colum2,right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum2,right.mat.colum1)
|
||||
Vector4.Dot(left.transpose.colum2, right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum2, right.mat.colum1)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static Matrix3x3 operator *(Matrix3x3 left, Matrix3x3 right)
|
||||
{
|
||||
left.InternalTranspose();
|
||||
return new Matrix3x3(
|
||||
Vector4.Dot(left.transpose.colum0,right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum0,right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum0,right.mat.colum2),
|
||||
Vector4.Dot(left.transpose.colum0, right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum0, right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum0, right.mat.colum2),
|
||||
|
||||
Vector4.Dot(left.transpose.colum1,right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum1,right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum1,right.mat.colum2),
|
||||
Vector4.Dot(left.transpose.colum1, right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum1, right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum1, right.mat.colum2),
|
||||
|
||||
Vector4.Dot(left.transpose.colum2,right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum2,right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum2,right.mat.colum2)
|
||||
Vector4.Dot(left.transpose.colum2, right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum2, right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum2, right.mat.colum2)
|
||||
);
|
||||
}
|
||||
|
||||
@@ -180,20 +182,20 @@ namespace StgSharp.Math
|
||||
{
|
||||
left.InternalTranspose();
|
||||
return new Matrix3x4(
|
||||
Vector4.Dot(left.transpose.colum0,right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum0,right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum0,right.mat.colum2),
|
||||
Vector4.Dot(left.transpose.colum0,right.mat.colum3),
|
||||
Vector4.Dot(left.transpose.colum0, right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum0, right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum0, right.mat.colum2),
|
||||
Vector4.Dot(left.transpose.colum0, right.mat.colum3),
|
||||
|
||||
Vector4.Dot(left.transpose.colum1,right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum1,right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum1,right.mat.colum2),
|
||||
Vector4.Dot(left.transpose.colum1,right.mat.colum3),
|
||||
Vector4.Dot(left.transpose.colum1, right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum1, right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum1, right.mat.colum2),
|
||||
Vector4.Dot(left.transpose.colum1, right.mat.colum3),
|
||||
|
||||
Vector4.Dot(left.transpose.colum2,right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum2,right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum2,right.mat.colum2),
|
||||
Vector4.Dot(left.transpose.colum2,right.mat.colum3)
|
||||
Vector4.Dot(left.transpose.colum2, right.mat.colum0),
|
||||
Vector4.Dot(left.transpose.colum2, right.mat.colum1),
|
||||
Vector4.Dot(left.transpose.colum2, right.mat.colum2),
|
||||
Vector4.Dot(left.transpose.colum2, right.mat.colum3)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user