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stgsharp/源代码/StgSharp/Math/Linear/matrix4x3.cs
T

108 lines
2.7 KiB
C#

using System;
using System.Runtime.InteropServices;
namespace StgSharp.Math
{
public class Matrix4x3
{
internal IntPtr _row0Ptr;
internal IntPtr _row1Ptr;
internal IntPtr _row2Ptr;
internal IntPtr _row3Ptr;
private bool _isTransposed;
private Matrix3x4 _transpose;
public Matrix4x3(
float a00, float a01, float a02,
float a10, float a11, float a12,
float a20, float a21, float a22,
float a30, float a31, float a32
)
{
_row0Ptr = internalIO.load_internal(a00,a01,a02,0);
_row1Ptr = internalIO.load_internal(a10,a11,a12,0);
_row2Ptr = internalIO.load_internal(a20,a21,a22,0);
_row3Ptr = internalIO.load_internal(a30,a31,a32,0);
_transpose = new Matrix3x4(this);
}
internal Matrix4x3(Matrix3x4 transpose)
{
this._transpose = transpose;
}
}
[StructLayout(LayoutKind.Explicit)]
public struct matrix4x3 : IEquatable<matrix4x3>
{
[FieldOffset(0)]
public Vec3d row1;
[FieldOffset(12)]
public Vec3d row2;
[FieldOffset(24)]
public Vec3d row3;
[FieldOffset(36)]
public Vec3d row4;
public matrix4x3(
float a11, float a12, float a13,
float a21, float a22, float a23,
float a31, float a32, float a33,
float a41, float a42, float a43
)
{
row1 = new Vec3d(a11, a12, a13);
row2 = new Vec3d(a21, a22, a23);
row3 = new Vec3d(a31, a32, a33);
row4 = new Vec3d(a41, a42, a43);
}
public override bool Equals(object obj)
{
if (obj == null)
{
return false;
}
else if (obj.GetType() != typeof(matrix4x3))
{
return false;
}
else
{
return this.Equals((matrix4x3)obj);
}
}
bool IEquatable<matrix4x3>.Equals(matrix4x3 other)
{
if (this.GetHashCode() != other.GetHashCode())
{
return false;
}
else
{
return this.row1 == other.row1
&& this.row2 == other.row2
&& this.row3 == other.row3
&& this.row4 == other.row4;
}
}
public override int GetHashCode()
{
return base.GetHashCode();
}
public override string ToString()
{
return base.ToString();
}
}
}