fc1a8e022b
Many Matrix*/Vector* implementations were throwing IndexOutOfBoundsException when you tried to set their values via their indexer due to a missing else statement.
786 lines
29 KiB
C#
786 lines
29 KiB
C#
#region --- License ---
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/*
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Copyright (c) 2006 - 2008 The Open Toolkit library.
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion
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using System;
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using System.Runtime.InteropServices;
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namespace OpenTK
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{
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/// <summary>
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/// Represents a 4x2 matrix.
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/// </summary>
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public struct Matrix4x2 : IEquatable<Matrix4x2>
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{
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#region Fields
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/// <summary>
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/// Top row of the matrix.
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/// </summary>
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public Vector2 Row0;
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/// <summary>
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/// Second row of the matrix.
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/// </summary>
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public Vector2 Row1;
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/// <summary>
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/// Third row of the matrix.
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/// </summary>
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public Vector2 Row2;
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/// <summary>
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/// Bottom row of the matrix.
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/// </summary>
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public Vector2 Row3;
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/// <summary>
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/// The zero matrix.
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/// </summary>
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public static readonly Matrix4x2 Zero = new Matrix4x2(Vector2.Zero, Vector2.Zero, Vector2.Zero, Vector2.Zero);
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#endregion
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#region Constructors
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/// <summary>
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/// Constructs a new instance.
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/// </summary>
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/// <param name="row0">Top row of the matrix.</param>
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/// <param name="row1">Second row of the matrix.</param>
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/// <param name="row2">Third row of the matrix.</param>
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/// <param name="row3">Bottom row of the matrix.</param>
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public Matrix4x2(Vector2 row0, Vector2 row1, Vector2 row2, Vector2 row3)
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{
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Row0 = row0;
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Row1 = row1;
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Row2 = row2;
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Row3 = row3;
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}
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/// <summary>
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/// Constructs a new instance
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/// </summary>
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/// <param name="m00">First item of the first row of the matrix.</param>
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/// <param name="m01">Second item of the first row of the matrix.</param>
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/// <param name="m10">First item of the second row of the matrix.</param>
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/// <param name="m11">Second item of the second row of the matrix.</param>
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/// <param name="m20">First item of the third row of the matrix.</param>
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/// <param name="m21">Second item of the third row of the matrix.</param>
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/// <param name="m30">First item of the fourth row of the matrix.</param>
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/// <param name="m31">Second item of the fourth row of the matrix.</param>
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public Matrix4x2(
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float m00, float m01,
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float m10, float m11,
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float m20, float m21,
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float m30, float m31)
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{
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Row0 = new Vector2(m00, m01);
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Row1 = new Vector2(m10, m11);
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Row2 = new Vector2(m20, m21);
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Row3 = new Vector2(m30, m31);
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}
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#endregion
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#region Public Members
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#region Properties
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/// <summary>
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/// Gets or sets the first column of this matrix.
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/// </summary>
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public Vector4 Column0
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{
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get { return new Vector4(Row0.X, Row1.X, Row2.X, Row3.X); }
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set { Row0.X = value.X; Row1.X = value.Y; Row2.X = value.Z; Row3.X = value.W; }
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}
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/// <summary>
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/// Gets or sets the second column of this matrix.
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/// </summary>
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public Vector4 Column1
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{
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get { return new Vector4(Row0.Y, Row1.Y, Row2.Y, Row3.X); }
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set { Row0.Y = value.X; Row1.Y = value.Y; Row2.Y = value.Z; Row3.Y = value.W; }
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}
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/// <summary>
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/// Gets or sets the value at row 1, column 1 of this instance.
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/// </summary>
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public float M11 { get { return Row0.X; } set { Row0.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 1, column 2 of this instance.
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/// </summary>
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public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
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/// <summary>
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/// Gets or sets the value at row 2, column 1 of this instance.
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/// </summary>
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public float M21 { get { return Row1.X; } set { Row1.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 2, column 2 of this instance.
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/// </summary>
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public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
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/// <summary>
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/// Gets or sets the value at row 3, column 1 of this instance.
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/// </summary>
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public float M31 { get { return Row2.X; } set { Row2.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 3, column 2 of this instance.
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/// </summary>
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public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
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/// <summary>
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/// Gets or sets the value at row 4, column 1 of this instance.
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/// </summary>
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public float M41 { get { return Row3.X; } set { Row3.X = value; } }
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/// <summary>
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/// Gets or sets the value at row 4, column 2 of this instance.
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/// </summary>
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public float M42 { get { return Row3.Y; } set { Row3.Y = value; } }
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/// <summary>
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/// Gets or sets the values along the main diagonal of the matrix.
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/// </summary>
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public Vector2 Diagonal
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{
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get
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{
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return new Vector2(Row0.X, Row1.Y);
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}
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set
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{
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Row0.X = value.X;
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Row1.Y = value.Y;
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}
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}
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/// <summary>
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/// Gets the trace of the matrix, the sum of the values along the diagonal.
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/// </summary>
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public float Trace { get { return Row0.X + Row1.Y; } }
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#endregion
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#region Indexers
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/// <summary>
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/// Gets or sets the value at a specified row and column.
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/// </summary>
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public float this[int rowIndex, int columnIndex]
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{
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get
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{
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if (rowIndex == 0) return Row0[columnIndex];
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else if (rowIndex == 1) return Row1[columnIndex];
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else if (rowIndex == 2) return Row2[columnIndex];
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else if (rowIndex == 3) return Row3[columnIndex];
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throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
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}
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set
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{
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if (rowIndex == 0) Row0[columnIndex] = value;
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else if (rowIndex == 1) Row1[columnIndex] = value;
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else if (rowIndex == 2) Row2[columnIndex] = value;
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else if (rowIndex == 3) Row3[columnIndex] = value;
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else throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
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}
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}
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#endregion
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#region Static
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#region CreateRotation
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/// <summary>
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/// Builds a rotation matrix.
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/// </summary>
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/// <param name="angle">The counter-clockwise angle in radians.</param>
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/// <param name="result">The resulting Matrix3x2 instance.</param>
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public static void CreateRotation(float angle, out Matrix4x2 result)
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{
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float cos = (float)System.Math.Cos(angle);
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float sin = (float)System.Math.Sin(angle);
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result.Row0.X = cos;
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result.Row0.Y = sin;
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result.Row1.X = -sin;
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result.Row1.Y = cos;
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result.Row2.X = 0;
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result.Row2.Y = 0;
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result.Row3.X = 0;
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result.Row3.Y = 0;
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}
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/// <summary>
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/// Builds a rotation matrix.
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/// </summary>
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/// <param name="angle">The counter-clockwise angle in radians.</param>
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/// <returns>The resulting Matrix3x2 instance.</returns>
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public static Matrix4x2 CreateRotation(float angle)
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{
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Matrix4x2 result;
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CreateRotation(angle, out result);
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return result;
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}
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#endregion
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#region CreateScale
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/// <summary>
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/// Creates a scale matrix.
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/// </summary>
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/// <param name="scale">Single scale factor for the x, y, and z axes.</param>
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/// <param name="result">A scale matrix.</param>
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public static void CreateScale(float scale, out Matrix4x2 result)
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{
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result.Row0.X = scale;
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result.Row0.Y = 0;
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result.Row1.X = 0;
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result.Row1.Y = scale;
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result.Row2.X = 0;
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result.Row2.Y = 0;
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result.Row3.X = 0;
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result.Row3.Y = 0;
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}
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/// <summary>
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/// Creates a scale matrix.
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/// </summary>
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/// <param name="scale">Single scale factor for the x and y axes.</param>
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/// <returns>A scale matrix.</returns>
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public static Matrix4x2 CreateScale(float scale)
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{
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Matrix4x2 result;
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CreateScale(scale, out result);
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return result;
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}
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/// <summary>
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/// Creates a scale matrix.
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/// </summary>
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/// <param name="scale">Scale factors for the x and y axes.</param>
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/// <param name="result">A scale matrix.</param>
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public static void CreateScale(Vector2 scale, out Matrix4x2 result)
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{
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result.Row0.X = scale.X;
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result.Row0.Y = 0;
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result.Row1.X = 0;
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result.Row1.Y = scale.Y;
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result.Row2.X = 0;
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result.Row2.Y = 0;
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result.Row3.X = 0;
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result.Row3.Y = 0;
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}
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/// <summary>
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/// Creates a scale matrix.
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/// </summary>
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/// <param name="scale">Scale factors for the x and y axes.</param>
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/// <returns>A scale matrix.</returns>
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public static Matrix4x2 CreateScale(Vector2 scale)
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{
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Matrix4x2 result;
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CreateScale(scale, out result);
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return result;
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}
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/// <summary>
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/// Creates a scale matrix.
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/// </summary>
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/// <param name="x">Scale factor for the x axis.</param>
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/// <param name="y">Scale factor for the y axis.</param>
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/// <param name="result">A scale matrix.</param>
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public static void CreateScale(float x, float y, out Matrix4x2 result)
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{
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result.Row0.X = x;
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result.Row0.Y = 0;
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result.Row1.X = 0;
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result.Row1.Y = y;
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result.Row2.X = 0;
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result.Row2.Y = 0;
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result.Row3.X = 0;
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result.Row3.Y = 0;
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}
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/// <summary>
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/// Creates a scale matrix.
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/// </summary>
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/// <param name="x">Scale factor for the x axis.</param>
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/// <param name="y">Scale factor for the y axis.</param>
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/// <returns>A scale matrix.</returns>
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public static Matrix4x2 CreateScale(float x, float y)
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{
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Matrix4x2 result;
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CreateScale(x, y, out result);
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return result;
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}
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#endregion
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#region Multiply Functions
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/// <summary>
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/// Multiplies and instance by a scalar.
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/// </summary>
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/// <param name="left">The left operand of the multiplication.</param>
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/// <param name="right">The right operand of the multiplication.</param>
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/// <param name="result">A new instance that is the result of the multiplication.</param>
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public static void Mult(ref Matrix4x2 left, float right, out Matrix4x2 result)
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{
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result.Row0.X = left.Row0.X * right;
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result.Row0.Y = left.Row0.Y * right;
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result.Row1.X = left.Row1.X * right;
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result.Row1.Y = left.Row1.Y * right;
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result.Row2.X = left.Row2.X * right;
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result.Row2.Y = left.Row2.Y * right;
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result.Row3.X = left.Row3.X * right;
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result.Row3.Y = left.Row3.Y * right;
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}
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/// <summary>
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/// Multiplies and instance by a scalar.
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/// </summary>
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/// <param name="left">The left operand of the multiplication.</param>
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/// <param name="right">The right operand of the multiplication.</param>
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/// <returns>A new instance that is the result of the multiplication.</returns>
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public static Matrix4x2 Mult(Matrix4x2 left, float right)
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{
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Matrix4x2 result;
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Mult(ref left, right, out result);
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return result;
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}
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/// <summary>
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/// Multiplies two instances.
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/// </summary>
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/// <param name="left">The left operand of the multiplication.</param>
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/// <param name="right">The right operand of the multiplication.</param>
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/// <param name="result">A new instance that is the result of the multiplication.</param>
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public static void Mult(ref Matrix4x2 left, ref Matrix2 right, out Matrix4x2 result)
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{
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float lM11 = left.Row0.X, lM12 = left.Row0.Y,
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lM21 = left.Row1.X, lM22 = left.Row1.Y,
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lM31 = left.Row2.X, lM32 = left.Row2.Y,
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lM41 = left.Row3.X, lM42 = left.Row3.Y,
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rM11 = right.Row0.X, rM12 = right.Row0.Y,
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rM21 = right.Row1.X, rM22 = right.Row1.Y;
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result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
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result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
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result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
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result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
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result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
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result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
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result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
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result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
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}
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/// <summary>
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/// Multiplies two instances.
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/// </summary>
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/// <param name="left">The left operand of the multiplication.</param>
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/// <param name="right">The right operand of the multiplication.</param>
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/// <returns>A new instance that is the result of the multiplication.</returns>
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public static Matrix4x2 Mult(Matrix4x2 left, Matrix2 right)
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{
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Matrix4x2 result;
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Mult(ref left, ref right, out result);
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return result;
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}
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/// <summary>
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/// Multiplies two instances.
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/// </summary>
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/// <param name="left">The left operand of the multiplication.</param>
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/// <param name="right">The right operand of the multiplication.</param>
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/// <param name="result">A new instance that is the result of the multiplication.</param>
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public static void Mult(ref Matrix4x2 left, ref Matrix2x3 right, out Matrix4x3 result)
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{
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float lM11 = left.Row0.X, lM12 = left.Row0.Y,
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lM21 = left.Row1.X, lM22 = left.Row1.Y,
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lM31 = left.Row2.X, lM32 = left.Row2.Y,
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lM41 = left.Row3.X, lM42 = left.Row3.Y,
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rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
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rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z;
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result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
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result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
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result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
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result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
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result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
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result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
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result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
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result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
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result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
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result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
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result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
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result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
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}
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/// <summary>
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/// Multiplies two instances.
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/// </summary>
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/// <param name="left">The left operand of the multiplication.</param>
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/// <param name="right">The right operand of the multiplication.</param>
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/// <returns>A new instance that is the result of the multiplication.</returns>
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public static Matrix4x3 Mult(Matrix4x2 left, Matrix2x3 right)
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{
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Matrix4x3 result;
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Mult(ref left, ref right, out result);
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return result;
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}
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/// <summary>
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/// Multiplies two instances.
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/// </summary>
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/// <param name="left">The left operand of the multiplication.</param>
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/// <param name="right">The right operand of the multiplication.</param>
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/// <param name="result">A new instance that is the result of the multiplication.</param>
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public static void Mult(ref Matrix4x2 left, ref Matrix2x4 right, out Matrix4 result)
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{
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float lM11 = left.Row0.X, lM12 = left.Row0.Y,
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lM21 = left.Row1.X, lM22 = left.Row1.Y,
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lM31 = left.Row2.X, lM32 = left.Row2.Y,
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lM41 = left.Row3.X, lM42 = left.Row3.Y,
|
|
rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z, rM14 = right.Row0.W,
|
|
rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z, rM24 = right.Row1.W;
|
|
|
|
result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
|
|
result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
|
|
result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
|
|
result.Row0.W = (lM11 * rM14) + (lM12 * rM24);
|
|
result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
|
|
result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
|
|
result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
|
|
result.Row1.W = (lM21 * rM14) + (lM22 * rM24);
|
|
result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
|
|
result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
|
|
result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
|
|
result.Row2.W = (lM31 * rM14) + (lM32 * rM24);
|
|
result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
|
|
result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
|
|
result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
|
|
result.Row3.W = (lM41 * rM14) + (lM42 * rM24);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Multiplies two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the multiplication.</param>
|
|
/// <param name="right">The right operand of the multiplication.</param>
|
|
/// <returns>A new instance that is the result of the multiplication.</returns>
|
|
public static Matrix4 Mult(Matrix4x2 left, Matrix2x4 right)
|
|
{
|
|
Matrix4 result;
|
|
Mult(ref left, ref right, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Add
|
|
|
|
/// <summary>
|
|
/// Adds two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the addition.</param>
|
|
/// <param name="right">The right operand of the addition.</param>
|
|
/// <param name="result">A new instance that is the result of the addition.</param>
|
|
public static void Add(ref Matrix4x2 left, ref Matrix4x2 right, out Matrix4x2 result)
|
|
{
|
|
result.Row0.X = left.Row0.X + right.Row0.X;
|
|
result.Row0.Y = left.Row0.Y + right.Row0.Y;
|
|
result.Row1.X = left.Row1.X + right.Row1.X;
|
|
result.Row1.Y = left.Row1.Y + right.Row1.Y;
|
|
result.Row2.X = left.Row2.X + right.Row2.X;
|
|
result.Row2.Y = left.Row2.Y + right.Row2.Y;
|
|
result.Row3.X = left.Row3.X + right.Row3.X;
|
|
result.Row3.Y = left.Row3.Y + right.Row3.Y;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the addition.</param>
|
|
/// <param name="right">The right operand of the addition.</param>
|
|
/// <returns>A new instance that is the result of the addition.</returns>
|
|
public static Matrix4x2 Add(Matrix4x2 left, Matrix4x2 right)
|
|
{
|
|
Matrix4x2 result;
|
|
Add(ref left, ref right, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Subtract
|
|
|
|
/// <summary>
|
|
/// Subtracts two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the subtraction.</param>
|
|
/// <param name="right">The right operand of the subtraction.</param>
|
|
/// <param name="result">A new instance that is the result of the subtraction.</param>
|
|
public static void Subtract(ref Matrix4x2 left, ref Matrix4x2 right, out Matrix4x2 result)
|
|
{
|
|
result.Row0.X = left.Row0.X - right.Row0.X;
|
|
result.Row0.Y = left.Row0.Y - right.Row0.Y;
|
|
result.Row1.X = left.Row1.X - right.Row1.X;
|
|
result.Row1.Y = left.Row1.Y - right.Row1.Y;
|
|
result.Row2.X = left.Row2.X - right.Row2.X;
|
|
result.Row2.Y = left.Row2.Y - right.Row2.Y;
|
|
result.Row3.X = left.Row3.X - right.Row3.X;
|
|
result.Row3.Y = left.Row3.Y - right.Row3.Y;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Subtracts two instances.
|
|
/// </summary>
|
|
/// <param name="left">The left operand of the subtraction.</param>
|
|
/// <param name="right">The right operand of the subtraction.</param>
|
|
/// <returns>A new instance that is the result of the subtraction.</returns>
|
|
public static Matrix4x2 Subtract(Matrix4x2 left, Matrix4x2 right)
|
|
{
|
|
Matrix4x2 result;
|
|
Subtract(ref left, ref right, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Transpose
|
|
|
|
/// <summary>
|
|
/// Calculate the transpose of the given matrix.
|
|
/// </summary>
|
|
/// <param name="mat">The matrix to transpose.</param>
|
|
/// <param name="result">The transpose of the given matrix.</param>
|
|
public static void Transpose(ref Matrix4x2 mat, out Matrix2x4 result)
|
|
{
|
|
result.Row0.X = mat.Row0.X;
|
|
result.Row0.Y = mat.Row1.X;
|
|
result.Row0.Z = mat.Row2.X;
|
|
result.Row0.W = mat.Row3.X;
|
|
result.Row1.X = mat.Row0.Y;
|
|
result.Row1.Y = mat.Row1.Y;
|
|
result.Row1.Z = mat.Row2.Y;
|
|
result.Row1.W = mat.Row3.Y;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate the transpose of the given matrix.
|
|
/// </summary>
|
|
/// <param name="mat">The matrix to transpose.</param>
|
|
/// <returns>The transpose of the given matrix.</returns>
|
|
public static Matrix2x4 Transpose(Matrix4x2 mat)
|
|
{
|
|
Matrix2x4 result;
|
|
Transpose(ref mat, out result);
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region Operators
|
|
|
|
/// <summary>
|
|
/// Scalar multiplication.
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix4x2 which holds the result of the multiplication</returns>
|
|
public static Matrix4x2 operator *(float left, Matrix4x2 right)
|
|
{
|
|
return Mult(right, left);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Scalar multiplication.
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix4x2 which holds the result of the multiplication</returns>
|
|
public static Matrix4x2 operator *(Matrix4x2 left, float right)
|
|
{
|
|
return Mult(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Matrix multiplication
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix2 which holds the result of the multiplication</returns>
|
|
public static Matrix4x2 operator *(Matrix4x2 left, Matrix2 right)
|
|
{
|
|
return Mult(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Matrix multiplication
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix4x3 which holds the result of the multiplication</returns>
|
|
public static Matrix4x3 operator *(Matrix4x2 left, Matrix2x3 right)
|
|
{
|
|
return Mult(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Matrix multiplication
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix4 which holds the result of the multiplication</returns>
|
|
public static Matrix4 operator *(Matrix4x2 left, Matrix2x4 right)
|
|
{
|
|
return Mult(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Matrix addition
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix4x2 which holds the result of the addition</returns>
|
|
public static Matrix4x2 operator +(Matrix4x2 left, Matrix4x2 right)
|
|
{
|
|
return Add(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Matrix subtraction
|
|
/// </summary>
|
|
/// <param name="left">left-hand operand</param>
|
|
/// <param name="right">right-hand operand</param>
|
|
/// <returns>A new Matrix4x2 which holds the result of the subtraction</returns>
|
|
public static Matrix4x2 operator -(Matrix4x2 left, Matrix4x2 right)
|
|
{
|
|
return Subtract(left, right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two instances for equality.
|
|
/// </summary>
|
|
/// <param name="left">The first instance.</param>
|
|
/// <param name="right">The second instance.</param>
|
|
/// <returns>True, if left equals right; false otherwise.</returns>
|
|
public static bool operator ==(Matrix4x2 left, Matrix4x2 right)
|
|
{
|
|
return left.Equals(right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compares two instances for inequality.
|
|
/// </summary>
|
|
/// <param name="left">The first instance.</param>
|
|
/// <param name="right">The second instance.</param>
|
|
/// <returns>True, if left does not equal right; false otherwise.</returns>
|
|
public static bool operator !=(Matrix4x2 left, Matrix4x2 right)
|
|
{
|
|
return !left.Equals(right);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Overrides
|
|
|
|
#region public override string ToString()
|
|
|
|
/// <summary>
|
|
/// Returns a System.String that represents the current Matrix3d.
|
|
/// </summary>
|
|
/// <returns>The string representation of the matrix.</returns>
|
|
public override string ToString()
|
|
{
|
|
return String.Format("{0}\n{1}\n{2}\n{3}", Row0, Row1, Row2, Row3);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public override int GetHashCode()
|
|
|
|
/// <summary>
|
|
/// Returns the hashcode for this instance.
|
|
/// </summary>
|
|
/// <returns>A System.Int32 containing the unique hashcode for this instance.</returns>
|
|
public override int GetHashCode()
|
|
{
|
|
return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode() ^ Row3.GetHashCode();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region public override bool Equals(object obj)
|
|
|
|
/// <summary>
|
|
/// Indicates whether this instance and a specified object are equal.
|
|
/// </summary>
|
|
/// <param name="obj">The object to compare to.</param>
|
|
/// <returns>True if the instances are equal; false otherwise.</returns>
|
|
public override bool Equals(object obj)
|
|
{
|
|
if (!(obj is Matrix4x2))
|
|
return false;
|
|
|
|
return this.Equals((Matrix4x2)obj);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
|
|
#region IEquatable<Matrix4x2> Members
|
|
|
|
/// <summary>
|
|
/// Indicates whether the current matrix is equal to another matrix.
|
|
/// </summary>
|
|
/// <param name="other">An matrix to compare with this matrix.</param>
|
|
/// <returns>true if the current matrix is equal to the matrix parameter; otherwise, false.</returns>
|
|
public bool Equals(Matrix4x2 other)
|
|
{
|
|
return
|
|
Row0 == other.Row0 &&
|
|
Row1 == other.Row1 &&
|
|
Row2 == other.Row2 &&
|
|
Row3 == other.Row3;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|