152 lines
4.7 KiB
C#
152 lines
4.7 KiB
C#
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 Matrix2x2
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{
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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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[FieldOffset(2 * 2 * 4 * sizeof(float))]
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internal bool isTransposed;
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public Matrix2x2(
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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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internal Matrix2x2(
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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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internal Matrix2x2(
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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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public Matrix2x2 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 Matrix2x2(this.transpose);
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}
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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 unsafe Matrix2x2 operator +(Matrix2x2 left, Matrix2x2 right)
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{
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Mat2* refmat = internalIO.add_mat2(&left.mat, &right.mat);
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Matrix2x2 ret = new Matrix2x2(*refmat);
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internalIO.deinit_mat2(refmat);
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return ret;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix2x2 operator -(Matrix2x2 left, Matrix2x2 right)
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{
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return new Matrix2x2(
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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 Matrix2x2 operator *(Matrix2x2 mat, float value)
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{
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return new Matrix2x2(
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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 Matrix2x2 operator /(Matrix2x2 mat, float value)
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{
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return new Matrix2x2(
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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 Matrix2x2 operator *(Matrix2x2 left, Matrix2x2 right)
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{
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left.InternalTranspose();
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return new Matrix2x2(
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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 Matrix2x3 operator *(Matrix2x2 left, Matrix2x3 right)
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{
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left.InternalTranspose();
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return new Matrix2x3(
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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 Matrix2x4 operator *(Matrix2x2 left, Matrix2x4 right)
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{
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left.InternalTranspose();
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return new Matrix2x4(
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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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}
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}
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