using System; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace StgSharp.Math { [StructLayout(LayoutKind.Explicit, Size = 5 * 4 * sizeof(float) + sizeof(bool), Pack = 16)] public struct Matrix3x2 { [FieldOffset(0)] internal Mat2 mat; [FieldOffset(2 * 4 * sizeof(float))] internal Mat3 transpose; [FieldOffset(5 * 4 * sizeof(float))] internal bool isTransposed; public Matrix3x2( float a00, float a01, float a10, float a11, float a20, float a21 ) { mat.colum0 = new Vector4(a00, a10, a20, 0); mat.colum0 = new Vector4(a01, a11, a21, 0); } internal Matrix3x2( Vector4 c0, Vector4 c1 ) { mat.colum0 = c0; mat.colum1 = c1; } public unsafe float this[int rowNum, int columNum] { get { if (rowNum > 2 || rowNum < 0) { throw new ArgumentOutOfRangeException(nameof(columNum)); } if (columNum > 1 || columNum < 0) { throw new ArgumentOutOfRangeException(nameof(columNum)); } InternalTranspose(); fixed (float* p = &this.transpose.m00) { ulong pbit = (ulong)p + (ulong)sizeof(Vector4) * (ulong)rowNum + (ulong)sizeof(float) * (ulong)columNum; return *(float*)pbit; } } set { if (rowNum > 2 || rowNum < 0) { throw new ArgumentOutOfRangeException(nameof(columNum)); } if (columNum > 1 || columNum < 0) { throw new ArgumentOutOfRangeException(nameof(columNum)); } InternalTranspose(); fixed (float* p = &this.transpose.m00) { ulong pbit = (ulong)p + (ulong)sizeof(Vector4) * (ulong)rowNum + (ulong)sizeof(float) * (ulong)columNum; *(float*)pbit = value; } isTransposed = false; } } [MethodImpl(MethodImplOptions.AggressiveInlining)] internal unsafe void InternalTranspose() { if (!isTransposed) { fixed (Mat2* source = &this.mat) fixed (Mat3* target = &this.transpose) { InternalIO.Transpose2to3_internal(source, target); } isTransposed = true; } } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Matrix3x2 operator +(Matrix3x2 left, Matrix3x2 right) { return new Matrix3x2( left.mat.colum0 + right.mat.colum0, left.mat.colum1 + right.mat.colum1 ); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Matrix3x2 operator -(Matrix3x2 left, Matrix3x2 right) { return new Matrix3x2( left.mat.colum0 - right.mat.colum0, left.mat.colum1 - right.mat.colum1 ); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Matrix3x2 operator *(Matrix3x2 mat, float value) { return new Matrix3x2( mat.mat.colum0 * value, mat.mat.colum1 * value ); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Matrix3x2 operator /(Matrix3x2 mat, float value) { return new Matrix3x2( mat.mat.colum0 / value, mat.mat.colum1 / value ); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Matrix3x2 operator *(Matrix3x2 left, Matrix2x2 right) { 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.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) ); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Matrix3x3 operator *(Matrix3x2 left, Matrix2x3 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.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) ); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Matrix3x4 operator *(Matrix3x2 left, Matrix2x4 right) { 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.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) ); } } }