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stgsharp/源代码/StgSharp/Math/Linear/Matrix34.cs
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//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="matrix3x4.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;
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 Matrix34:IMat
{
[FieldOffset(7 * 4 * sizeof(float))] internal bool isTransposed;
[FieldOffset(0)] internal Mat4 mat;
[FieldOffset(4 * 4 * sizeof(float))] internal Mat3 transpose;
[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;
internal Matrix34(Mat4 mat)
{
this.mat = mat;
}
internal Matrix34(
Vector4 c0,
Vector4 c1,
Vector4 c2,
Vector4 c3
)
{
mat.colum0 = c0;
mat.colum1 = c1;
mat.colum2 = c2;
mat.colum3 = c3;
}
public Matrix34(
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);
}
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 Matrix34 operator -(Matrix34 left, Matrix34 right)
{
return new Matrix34(
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 Matrix34 operator *(Matrix34 mat, float value)
{
return new Matrix34(
mat.mat.colum0 * value,
mat.mat.colum1 * value,
mat.mat.colum2 * value,
mat.mat.colum3 * value
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix32 operator *(Matrix34 left, Matrix42 right)
{
left.InternalTranspose();
return new Matrix32(
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 Matrix33 operator *(Matrix34 left, Matrix43 right)
{
left.InternalTranspose();
return new Matrix33(
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 Matrix34 operator *(Matrix34 left, Matrix44 right)
{
left.InternalTranspose();
return new Matrix34(
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)
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix34 operator /(Matrix34 mat, float value)
{
return new Matrix34(
mat.mat.colum0 / value,
mat.mat.colum1 / value,
mat.mat.colum2 / value,
mat.mat.colum3 / value
);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Matrix34 operator +(Matrix34 left, Matrix34 right)
{
return new Matrix34(
left.mat.colum0 + right.mat.colum0,
left.mat.colum1 + right.mat.colum1,
left.mat.colum2 + right.mat.colum2,
left.mat.colum3 + right.mat.colum3
);
}
}
}