daily update on 20240407 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="matrix2x2.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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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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namespace StgSharp.Math
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{
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[StructLayout(LayoutKind.Explicit, Size = (2 * 2 * 4 * sizeof(float)) + sizeof(bool), Pack = 16)]
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public struct Matrix22 : IMat
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{
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[FieldOffset(2 * 2 * 4 * sizeof(float))]
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internal bool isTransposed;
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[FieldOffset(0)]
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internal Mat2 mat;
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[FieldOffset(2 * 4 * sizeof(float))]
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internal Mat2 transpose;
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internal Matrix22(
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Mat2 mat
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)
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{
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this.mat = mat;
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}
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internal Matrix22(
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Vector4 c0,
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Vector4 c1
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)
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{
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mat.colum0 = c0;
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mat.colum1 = c1;
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}
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public Matrix22(
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float a00, float a01,
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float a10, float a11
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)
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{
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mat.colum0 = new Vector4(a00, a10, 0, 0);
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mat.colum1 = new Vector4(a01, a11, 0, 0);
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}
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public Matrix22 Transpose
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{
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get
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{
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InternalTranspose();
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return new Matrix22(this.transpose);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float Det()
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{
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return (mat.m00 * mat.m11) - (mat.m10 * mat.m01);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal void InternalTranspose()
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{
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if (!isTransposed)
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{
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transpose = mat;
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float cache = transpose.m10;
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transpose.m10 = transpose.m01;
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transpose.m01 = cache;
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isTransposed = true;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix22 operator -(Matrix22 left, Matrix22 right)
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{
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return new Matrix22(
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left.mat.colum0 + right.mat.colum0,
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left.mat.colum1 + right.mat.colum1
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix22 operator *(Matrix22 mat, float value)
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{
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return new Matrix22(
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mat.mat.colum0 * value,
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mat.mat.colum1 * value
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix22 operator *(Matrix22 left, Matrix22 right)
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{
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left.InternalTranspose();
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return new Matrix22(
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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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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix23 operator *(Matrix22 left, Matrix23 right)
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{
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left.InternalTranspose();
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return new Matrix23(
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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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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix24 operator *(Matrix22 left, Matrix24 right)
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{
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left.InternalTranspose();
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return new Matrix24(
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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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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix22 operator /(Matrix22 mat, float value)
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{
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return new Matrix22(
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mat.mat.colum0 / value,
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mat.mat.colum1 / value
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix22 operator +(Matrix22 left, Matrix22 right)
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{
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Mat2* refmat = InternalIO.add_mat2(&left.mat, &right.mat);
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Matrix22 ret = new Matrix22(*refmat);
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InternalIO.deinit_mat2(refmat);
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return ret;
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}
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}
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}
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