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stgsharp/源代码/StgSharp/Math/Linear/matrix4x4.cs
T
2023-08-30 22:49:11 +08:00

268 lines
8.9 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 = 2*16*sizeof(float)+sizeof(bool), Pack = 16)]
public struct Matrix4x4 : IEquatable<Matrix4x4>
{
[FieldOffset(0)] internal Mat4 mat;
[FieldOffset(64*sizeof(float))] internal Mat4 transpose;
[FieldOffset(2*64*sizeof(float))]internal bool isTransposed;
public unsafe Matrix4x4(
float a00, float a01, float a02, float a03,
float a10, float a11, float a12, float a13,
float a20, float a21, float a22, float a23,
float a30, float a31, float a32, float a33
)
{
mat.colum0 = new Vector4(a00, a10, a20, a30);
mat.colum0 = new Vector4(a01, a11, a21, a31);
mat.colum0 = new Vector4(a02, a12, a22, a32);
mat.colum0 = new Vector4(a03, a13, a23, a33);
}
public unsafe float this[int rowNum, int columNum]
{
get
{
if (rowNum>3||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 > 3 || 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 Matrix4x4(
Vector4 vec0,
Vector4 vec1,
Vector4 vec2,
Vector4 vec3
)
{
mat.colum0 = vec0;
mat.colum1 = vec1;
mat.colum2 = vec2;
mat.colum3 = vec3;
}
internal Matrix4x4(Mat4 mat)
{
this.mat = mat;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe Matrix4x4 operator +(Matrix4x4 left, Matrix4x4 right)
{
return new Matrix4x4(
right.mat.colum0 + left.mat.colum0,
right.mat.colum1 + left.mat.colum1,
right.mat.colum2 + left.mat.colum2,
right.mat.colum3 + left.mat.colum3
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe Matrix4x4 operator -(Matrix4x4 left, Matrix4x4 right)
{
return new Matrix4x4(
right.mat.colum0-left.mat.colum0,
right.mat.colum1-left.mat.colum1,
right.mat.colum2-left.mat.colum2,
right.mat.colum3-left.mat.colum3
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe Matrix4x4 operator *(Matrix4x4 mat, float value)
{
return new Matrix4x4(
mat.mat.colum0 * value,
mat.mat.colum1 * value,
mat.mat.colum2 * value,
mat.mat.colum3 * value
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe Matrix4x2 operator *(Matrix4x4 left, Matrix4x2 right)
{
left.InternalTranspose();
return new Matrix4x2(
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),
Vector4.Dot(left.transpose.colum3, right.mat.colum0),
Vector4.Dot(left.transpose.colum3, right.mat.colum1)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix4x3 operator *(Matrix4x4 left, Matrix4x3 right)
{
left.InternalTranspose();
return new Matrix4x3(
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),
Vector4.Dot(left.transpose.colum3,right.mat.colum0),
Vector4.Dot(left.transpose.colum3,right.mat.colum1),
Vector4.Dot(left.transpose.colum3,right.mat.colum2)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix4x4 operator *(Matrix4x4 left, Matrix4x4 right)
{
left.InternalTranspose();
return new Matrix4x4(
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),
Vector4.Dot(left.transpose.colum3, right.mat.colum0),
Vector4.Dot(left.transpose.colum3, right.mat.colum1),
Vector4.Dot(left.transpose.colum3, right.mat.colum2),
Vector4.Dot(left.transpose.colum3, right.mat.colum3)
);
}
public static bool operator ==(Matrix4x4 left, Matrix4x4 right)
{
return left.Equals(right);
}
public static bool operator !=(Matrix4x4 left, Matrix4x4 right)
{
return !(left == right);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe float Det()
{
InternalTranspose();
fixed (Mat4* _this = &mat, _trans = &transpose)
{
return internalIO.det_mat4(_this,_trans);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void InternalTranspose()
{
if (!isTransposed)
{
fixed (Mat4* source = &this.mat, target = &this.transpose)
{
internalIO.Transpose4to4_internal(source, target);
}
isTransposed = true;
}
}
public override bool Equals(object? obj)
{
return obj is Matrix4x4 x && Equals(x);
}
public bool Equals(Matrix4x4 other)
{
return mat.Equals(other.mat);
}
public override int GetHashCode()
{
return HashCode.Combine(
mat.colum0.GetHashCode(),
mat.colum1.GetHashCode(),
mat.colum2.GetHashCode(),
mat.colum3.GetHashCode()
);
}
public override string ToString()
{
InternalTranspose();
return $"{transpose.colum0}{transpose.colum1}{transpose.colum2}{transpose.colum3}";
}
}
}