214 lines
7.4 KiB
C#
214 lines
7.4 KiB
C#
using System;
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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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using static StgSharp.Graphics.GLFWwndconfig;
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namespace StgSharp.Math
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{
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[StructLayout(LayoutKind.Explicit,Size = (16 + 8) * sizeof(float) + sizeof(bool), Pack = 16)]
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public struct Matrix4x2
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{
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[FieldOffset(0)] internal Mat2 mat;
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[FieldOffset(8 * sizeof(float))] internal Mat4 transpose;
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[FieldOffset((16 + 8) * sizeof(float))] internal bool isTransposed;
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public Matrix4x2(
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float a00,float a01,
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float a10,float a11,
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float a20,float a21,
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float a30,float a31
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)
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{
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mat.colum0 = new Vector4(a00, a10, a20, a30);
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mat.colum1 = new Vector4(a01, a11, a21, a31);
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}
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internal Matrix4x2(
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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 Matrix4x2(Mat2 mat)
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{
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this.mat = mat;
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}
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public unsafe float this[int rowNum, int columNum]
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{
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get
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{
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if (rowNum > 3 || rowNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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if (columNum > 1 || columNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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InternalTranspose();
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fixed (float* p = &this.transpose.m00)
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{
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ulong pbit = (ulong)p
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+ (ulong)sizeof(Vector4) * (ulong)rowNum
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+ (ulong)sizeof(float) * (ulong)columNum;
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return *(float*)pbit;
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}
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}
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set
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{
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if (rowNum > 3 || rowNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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if (columNum > 1 || columNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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InternalTranspose();
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fixed (float* p = &this.transpose.m00)
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{
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ulong pbit = (ulong)p
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+ (ulong)sizeof(Vector4) * (ulong)rowNum
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+ (ulong)sizeof(float) * (ulong)columNum;
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*(float*)pbit = value;
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}
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isTransposed = false;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix4x2 operator +(Matrix4x2 left, Matrix4x2 right)
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{
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return new Matrix4x2(
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left.mat.colum0 + right.mat.colum0,
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left.mat.colum0 + right.mat.colum0
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix4x2 operator *(Matrix4x2 mat, float value)
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{
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return new Matrix4x2(
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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 Matrix4x2 operator /(Matrix4x2 mat, float value)
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{
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return new Matrix4x2(
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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 Matrix4x2 operator -(Matrix4x2 left, Matrix4x2 right)
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{
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return new Matrix4x2(
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left.mat.colum0 - right.mat.colum0,
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left.mat.colum0 - right.mat.colum0
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix4x2 operator *(Matrix4x2 left, Matrix2x2 right)
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{
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left.InternalTranspose();
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return new Matrix4x2(
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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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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum3, right.mat.colum0),
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Vector4.Dot(left.transpose.colum3, right.mat.colum1)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix4x3 operator *(Matrix4x2 left, Matrix2x3 right)
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{
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left.InternalTranspose();
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return new Matrix4x3(
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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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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2),
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Vector4.Dot(left.transpose.colum3, right.mat.colum0),
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Vector4.Dot(left.transpose.colum3, right.mat.colum1),
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Vector4.Dot(left.transpose.colum3, right.mat.colum2)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix4x4 operator *(Matrix4x2 left, Matrix2x4 right)
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{
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left.InternalTranspose();
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return new Matrix4x4(
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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.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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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2),
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Vector4.Dot(left.transpose.colum3, right.mat.colum0),
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Vector4.Dot(left.transpose.colum3, right.mat.colum1),
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Vector4.Dot(left.transpose.colum3, right.mat.colum2),
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Vector4.Dot(left.transpose.colum3, right.mat.colum2)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal unsafe void InternalTranspose()
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{
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if (!isTransposed)
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{
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fixed (Mat2* source = &this.mat)
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fixed (Mat4* target = &this.transpose)
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{
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internalIO.Transpose2to4_internal(source, target);
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}
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isTransposed = true;
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}
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}
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}
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}
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