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stgsharp/源代码/StgSharp/Math/Linear/matrix3x4.cs
T

214 lines
7.5 KiB
C#

using System;
using System.Drawing;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace StgSharp.Math
{
[StructLayout(LayoutKind.Explicit, Size = 7 * 4 * sizeof(float) + sizeof(bool), Pack = 16)]
public struct Matrix3x4
{
[FieldOffset(0)] internal Mat4 mat;
[FieldOffset(4 * 4 * sizeof(float))] internal Mat3 transpose;
[FieldOffset(7 * 4 * sizeof(float))] internal bool isTransposed;
[FieldOffset(0 * 4 * sizeof(float))] public vec3d Colum0;
[FieldOffset(1 * 4 * sizeof(float))] public vec3d Colum1;
[FieldOffset(2 * 4 * sizeof(float))] public vec3d Colum2;
[FieldOffset(3 * 4 * sizeof(float))] public vec3d Colum3;
public Matrix3x4(
float a00, float a01, float a02, float a03,
float a10, float a11, float a12, float a13,
float a20, float a21, float a22, float a23
)
{
mat.colum0 = new Vector4(a00, a10, a20, 0);
mat.colum0 = new Vector4(a01, a11, a21, 0);
mat.colum0 = new Vector4(a02, a12, a22, 0);
mat.colum0 = new Vector4(a03, a13, a23, 0);
}
internal Matrix3x4(
Vector4 c0,
Vector4 c1,
Vector4 c2,
Vector4 c3
)
{
mat.colum0 = c0;
mat.colum1 = c1;
mat.colum2 = c2;
mat.colum3 = c3;
}
internal Matrix3x4(Mat4 mat)
{
this.mat = mat;
}
public unsafe float this[int rowNum, int columNum]
{
get
{
if (rowNum > 2 || rowNum < 0)
{
throw new ArgumentOutOfRangeException(nameof(columNum));
}
if (columNum > 3 || 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 > 3 || 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;
}
}
internal unsafe void InternalTranspose()
{
if (!isTransposed)
{
fixed (Mat4* source = &this.mat)
fixed (Mat3* target = &this.transpose)
{
internalIO.Transpose4to3_internal(source, target);
}
isTransposed = true;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix3x4 operator +(Matrix3x4 left, Matrix3x4 right)
{
return new Matrix3x4(
left.mat.colum0 + right.mat.colum0,
left.mat.colum1 + right.mat.colum1,
left.mat.colum2 + right.mat.colum2,
left.mat.colum3 + right.mat.colum3
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix3x4 operator -(Matrix3x4 left, Matrix3x4 right)
{
return new Matrix3x4(
left.mat.colum0 - right.mat.colum0,
left.mat.colum1 - right.mat.colum1,
left.mat.colum2 - right.mat.colum2,
left.mat.colum3 - right.mat.colum3
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix3x4 operator *(Matrix3x4 mat, float value)
{
return new Matrix3x4(
mat.mat.colum0 * value,
mat.mat.colum1 * value,
mat.mat.colum2 * value,
mat.mat.colum3 * value
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix3x4 operator /(Matrix3x4 mat, float value)
{
return new Matrix3x4(
mat.mat.colum0 / value,
mat.mat.colum1 / value,
mat.mat.colum2 / value,
mat.mat.colum3 / value
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix3x2 operator *(Matrix3x4 left, Matrix4x2 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 *(Matrix3x4 left, Matrix4x3 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 *(Matrix3x4 left, Matrix4x4 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)
);
}
}
}