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stgsharp/源代码/StgSharp/Math/Linear/Matrix22.cs
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//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="matrix2x2.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace StgSharp.Math
{
[StructLayout(LayoutKind.Explicit, Size = (2 * 2 * 4 * sizeof(float)) + sizeof(bool), Pack = 16)]
public struct Matrix22 : IMat
{
[FieldOffset(2 * 2 * 4 * sizeof(float))]
internal bool isTransposed;
[FieldOffset(0)]
internal Mat2 mat;
[FieldOffset(2 * 4 * sizeof(float))]
internal Mat2 transpose;
internal Matrix22(
Mat2 mat
)
{
this.mat = mat;
}
internal Matrix22(
Vector4 c0,
Vector4 c1
)
{
mat.colum0 = c0;
mat.colum1 = c1;
}
public Matrix22(
float a00, float a01,
float a10, float a11
)
{
mat.colum0 = new Vector4(a00, a10, 0, 0);
mat.colum1 = new Vector4(a01, a11, 0, 0);
}
public Matrix22 Transpose
{
get
{
InternalTranspose();
return new Matrix22(this.transpose);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float Det()
{
return (mat.m00 * mat.m11) - (mat.m10 * mat.m01);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void InternalTranspose()
{
if (!isTransposed)
{
transpose = mat;
float cache = transpose.m10;
transpose.m10 = transpose.m01;
transpose.m01 = cache;
isTransposed = true;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix22 operator -(Matrix22 left, Matrix22 right)
{
return new Matrix22(
left.mat.colum0 + right.mat.colum0,
left.mat.colum1 + right.mat.colum1
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix22 operator *(Matrix22 mat, float value)
{
return new Matrix22(
mat.mat.colum0 * value,
mat.mat.colum1 * value
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix22 operator *(Matrix22 left, Matrix22 right)
{
left.InternalTranspose();
return new Matrix22(
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)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix23 operator *(Matrix22 left, Matrix23 right)
{
left.InternalTranspose();
return new Matrix23(
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)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix24 operator *(Matrix22 left, Matrix24 right)
{
left.InternalTranspose();
return new Matrix24(
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)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix22 operator /(Matrix22 mat, float value)
{
return new Matrix22(
mat.mat.colum0 / value,
mat.mat.colum1 / value
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe Matrix22 operator +(Matrix22 left, Matrix22 right)
{
Mat2* refmat = InternalIO.add_mat2(&left.mat, &right.mat);
Matrix22 ret = new Matrix22(*refmat);
InternalIO.deinit_mat2(refmat);
return ret;
}
}
}