using System; using System.Collections.Generic; using System.Runtime.InteropServices; using System.Text; namespace StgSharp.Math { [StructLayout(LayoutKind.Explicit)] public struct Matrix4x2:IEquatable { [FieldOffset(0)] public Vec2D row1; [FieldOffset(8)] public Vec2D row2; [FieldOffset(16)] public Vec2D row3; [FieldOffset(24)] public Vec2D row4; public Matrix4x2(Vec2D r1, Vec2D r2, Vec2D r3, Vec2D r4) { row1 = r1; row2 = r2; row3 = r3; row4 = r4; } public override bool Equals(object obj) { if (obj == null) { return false; } else if (obj.GetType() == typeof(Matrix4x2)) { return false; } else { return this.Equals((Matrix4x2)obj); } } public override int GetHashCode() { return HashCode.Combine(row1, row2, row3, row4); } public override string ToString() { return $"{row1}\n{row2}\n{row3}\n{row4}"; } bool IEquatable.Equals(Matrix4x2 other) { if (this.GetHashCode() != other.GetHashCode()) { return false; } else { return this.row1 == other.row1 && this.row2 == other.row2 && this.row3 == other.row3 && this.row4 == other.row4; } } public static unsafe Matrix4x4 operator *(Matrix4x2 array1,Matrix4x2 array2) { float* p1 = &array1.row1.X; float* p2 = &array2.row1.X; Colum2D a11 = new Colum2D(*(p1 + 0), *(p1 + 2)); Colum2D a12 = new Colum2D(*(p1 + 1), *(p1 + 3)); Colum2D a21 = new Colum2D(*(p1 + 4), *(p1 + 6)); Colum2D a22 = new Colum2D(*(p1 + 5), *(p1 + 7)); Vec2D b11 = new Vec2D(*(p2 + 0), *(p2 + 1)); Vec2D b12 = new Vec2D(*(p2 + 2), *(p2 + 3)); Vec2D b21 = new Vec2D(*(p2 + 4), *(p2 + 5)); Vec2D b22 = new Vec2D(*(p2 + 6), *(p2 + 7)); var s1 = a21 + a22; var s2 = s1 - a11; var s3 = a11 - a21; var s4 = a12 - s2; var t1 = b12 - b11; var t2 = b22 - t1; var t3 = b22 - b12; var t4 = t2 - b21; var m1 = a11 * b11; var m2 = a12 * b11; var m3 = s4 * b22; var m4 = a22 * t4; var m5 = s1 * t1; var m6 = s2 * t2; var m7 = s3 * t3; var u1 = m1 + m2; var u2 = m1 + m6; var u3 = u2 + m7; var u4 = u2 + m5; var u5 = u4 + m3; var u6 = u3 - m4; var u7 = u3 + m5; return new Matrix4x4( new Vec4D(u1.row1, u5.row1), new Vec4D(u1.row2, u5.row2), new Vec4D(u6.row1, u7.row1), new Vec4D(u6.row2, u7.row2) ); } } }