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