Opentk/Source/OpenTK/Math/Matrix4x2.cs
Neil White fc1a8e022b Fix for setting Matrix/Vector values by Index
Many Matrix*/Vector* implementations were throwing
IndexOutOfBoundsException when you tried to set their values via their
indexer due to a missing else statement.
2013-09-24 15:46:34 +01:00

787 lines
29 KiB
C#

#region --- License ---
/*
Copyright (c) 2006 - 2008 The Open Toolkit library.
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.
*/
#endregion
using System;
using System.Runtime.InteropServices;
namespace OpenTK
{
/// <summary>
/// Represents a 4x2 matrix.
/// </summary>
public struct Matrix4x2 : IEquatable<Matrix4x2>
{
#region Fields
/// <summary>
/// Top row of the matrix.
/// </summary>
public Vector2 Row0;
/// <summary>
/// Second row of the matrix.
/// </summary>
public Vector2 Row1;
/// <summary>
/// Third row of the matrix.
/// </summary>
public Vector2 Row2;
/// <summary>
/// Bottom row of the matrix.
/// </summary>
public Vector2 Row3;
/// <summary>
/// The zero matrix.
/// </summary>
public static readonly Matrix4x2 Zero = new Matrix4x2(Vector2.Zero, Vector2.Zero, Vector2.Zero, Vector2.Zero);
#endregion
#region Constructors
/// <summary>
/// Constructs a new instance.
/// </summary>
/// <param name="row0">Top row of the matrix.</param>
/// <param name="row1">Second row of the matrix.</param>
/// <param name="row2">Third row of the matrix.</param>
/// <param name="row3">Bottom row of the matrix.</param>
public Matrix4x2(Vector2 row0, Vector2 row1, Vector2 row2, Vector2 row3)
{
Row0 = row0;
Row1 = row1;
Row2 = row2;
Row3 = row3;
}
/// <summary>
/// Constructs a new instance
/// </summary>
/// <param name="m00">First item of the first row of the matrix.</param>
/// <param name="m01">Second item of the first row of the matrix.</param>
/// <param name="m10">First item of the second row of the matrix.</param>
/// <param name="m11">Second item of the second row of the matrix.</param>
/// <param name="m20">First item of the third row of the matrix.</param>
/// <param name="m21">Second item of the third row of the matrix.</param>
/// <param name="m30">First item of the fourth row of the matrix.</param>
/// <param name="m31">Second item of the fourth row of the matrix.</param>
public Matrix4x2(
float m00, float m01,
float m10, float m11,
float m20, float m21,
float m30, float m31)
{
Row0 = new Vector2(m00, m01);
Row1 = new Vector2(m10, m11);
Row2 = new Vector2(m20, m21);
Row3 = new Vector2(m30, m31);
}
#endregion
#region Public Members
#region Properties
/// <summary>
/// Gets or sets the first column of this matrix.
/// </summary>
public Vector4 Column0
{
get { return new Vector4(Row0.X, Row1.X, Row2.X, Row3.X); }
set { Row0.X = value.X; Row1.X = value.Y; Row2.X = value.Z; Row3.X = value.W; }
}
/// <summary>
/// Gets or sets the second column of this matrix.
/// </summary>
public Vector4 Column1
{
get { return new Vector4(Row0.Y, Row1.Y, Row2.Y, Row3.X); }
set { Row0.Y = value.X; Row1.Y = value.Y; Row2.Y = value.Z; Row3.Y = value.W; }
}
/// <summary>
/// Gets or sets the value at row 1, column 1 of this instance.
/// </summary>
public float M11 { get { return Row0.X; } set { Row0.X = value; } }
/// <summary>
/// Gets or sets the value at row 1, column 2 of this instance.
/// </summary>
public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
/// <summary>
/// Gets or sets the value at row 2, column 1 of this instance.
/// </summary>
public float M21 { get { return Row1.X; } set { Row1.X = value; } }
/// <summary>
/// Gets or sets the value at row 2, column 2 of this instance.
/// </summary>
public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
/// <summary>
/// Gets or sets the value at row 3, column 1 of this instance.
/// </summary>
public float M31 { get { return Row2.X; } set { Row2.X = value; } }
/// <summary>
/// Gets or sets the value at row 3, column 2 of this instance.
/// </summary>
public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
/// <summary>
/// Gets or sets the value at row 4, column 1 of this instance.
/// </summary>
public float M41 { get { return Row3.X; } set { Row3.X = value; } }
/// <summary>
/// Gets or sets the value at row 4, column 2 of this instance.
/// </summary>
public float M42 { get { return Row3.Y; } set { Row3.Y = value; } }
/// <summary>
/// Gets or sets the values along the main diagonal of the matrix.
/// </summary>
public Vector2 Diagonal
{
get
{
return new Vector2(Row0.X, Row1.Y);
}
set
{
Row0.X = value.X;
Row1.Y = value.Y;
}
}
/// <summary>
/// Gets the trace of the matrix, the sum of the values along the diagonal.
/// </summary>
public float Trace { get { return Row0.X + Row1.Y; } }
#endregion
#region Indexers
/// <summary>
/// Gets or sets the value at a specified row and column.
/// </summary>
public float this[int rowIndex, int columnIndex]
{
get
{
if (rowIndex == 0) return Row0[columnIndex];
else if (rowIndex == 1) return Row1[columnIndex];
else if (rowIndex == 2) return Row2[columnIndex];
else if (rowIndex == 3) return Row3[columnIndex];
throw new IndexOutOfRangeException("You tried to access this matrix at: (" + rowIndex + ", " + columnIndex + ")");
}
set
{
if (rowIndex == 0) Row0[columnIndex] = value;
else if (rowIndex == 1) Row1[columnIndex] = value;
else if (rowIndex == 2) Row2[columnIndex] = value;
else if (rowIndex == 3) Row3[columnIndex] = value;
else throw new IndexOutOfRangeException("You tried to set this matrix at: (" + rowIndex + ", " + columnIndex + ")");
}
}
#endregion
#region Static
#region CreateRotation
/// <summary>
/// Builds a rotation matrix.
/// </summary>
/// <param name="angle">The counter-clockwise angle in radians.</param>
/// <param name="result">The resulting Matrix3x2 instance.</param>
public static void CreateRotation(float angle, out Matrix4x2 result)
{
float cos = (float)System.Math.Cos(angle);
float sin = (float)System.Math.Sin(angle);
result.Row0.X = cos;
result.Row0.Y = sin;
result.Row1.X = -sin;
result.Row1.Y = cos;
result.Row2.X = 0;
result.Row2.Y = 0;
result.Row3.X = 0;
result.Row3.Y = 0;
}
/// <summary>
/// Builds a rotation matrix.
/// </summary>
/// <param name="angle">The counter-clockwise angle in radians.</param>
/// <returns>The resulting Matrix3x2 instance.</returns>
public static Matrix4x2 CreateRotation(float angle)
{
Matrix4x2 result;
CreateRotation(angle, out result);
return result;
}
#endregion
#region CreateScale
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="scale">Single scale factor for the x, y, and z axes.</param>
/// <param name="result">A scale matrix.</param>
public static void CreateScale(float scale, out Matrix4x2 result)
{
result.Row0.X = scale;
result.Row0.Y = 0;
result.Row1.X = 0;
result.Row1.Y = scale;
result.Row2.X = 0;
result.Row2.Y = 0;
result.Row3.X = 0;
result.Row3.Y = 0;
}
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="scale">Single scale factor for the x and y axes.</param>
/// <returns>A scale matrix.</returns>
public static Matrix4x2 CreateScale(float scale)
{
Matrix4x2 result;
CreateScale(scale, out result);
return result;
}
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="scale">Scale factors for the x and y axes.</param>
/// <param name="result">A scale matrix.</param>
public static void CreateScale(Vector2 scale, out Matrix4x2 result)
{
result.Row0.X = scale.X;
result.Row0.Y = 0;
result.Row1.X = 0;
result.Row1.Y = scale.Y;
result.Row2.X = 0;
result.Row2.Y = 0;
result.Row3.X = 0;
result.Row3.Y = 0;
}
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="scale">Scale factors for the x and y axes.</param>
/// <returns>A scale matrix.</returns>
public static Matrix4x2 CreateScale(Vector2 scale)
{
Matrix4x2 result;
CreateScale(scale, out result);
return result;
}
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="x">Scale factor for the x axis.</param>
/// <param name="y">Scale factor for the y axis.</param>
/// <param name="result">A scale matrix.</param>
public static void CreateScale(float x, float y, out Matrix4x2 result)
{
result.Row0.X = x;
result.Row0.Y = 0;
result.Row1.X = 0;
result.Row1.Y = y;
result.Row2.X = 0;
result.Row2.Y = 0;
result.Row3.X = 0;
result.Row3.Y = 0;
}
/// <summary>
/// Creates a scale matrix.
/// </summary>
/// <param name="x">Scale factor for the x axis.</param>
/// <param name="y">Scale factor for the y axis.</param>
/// <returns>A scale matrix.</returns>
public static Matrix4x2 CreateScale(float x, float y)
{
Matrix4x2 result;
CreateScale(x, y, out result);
return result;
}
#endregion
#region Multiply Functions
/// <summary>
/// Multiplies and instance by a scalar.
/// </summary>
/// <param name="left">The left operand of the multiplication.</param>
/// <param name="right">The right operand of the multiplication.</param>
/// <param name="result">A new instance that is the result of the multiplication.</param>
public static void Mult(ref Matrix4x2 left, float right, out Matrix4x2 result)
{
result.Row0.X = left.Row0.X * right;
result.Row0.Y = left.Row0.Y * right;
result.Row1.X = left.Row1.X * right;
result.Row1.Y = left.Row1.Y * right;
result.Row2.X = left.Row2.X * right;
result.Row2.Y = left.Row2.Y * right;
result.Row3.X = left.Row3.X * right;
result.Row3.Y = left.Row3.Y * right;
}
/// <summary>
/// Multiplies and instance by a scalar.
/// </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 Matrix4x2 Mult(Matrix4x2 left, float right)
{
Matrix4x2 result;
Mult(ref left, right, out result);
return result;
}
/// <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>
/// <param name="result">A new instance that is the result of the multiplication.</param>
public static void Mult(ref Matrix4x2 left, ref Matrix2 right, out Matrix4x2 result)
{
float lM11 = left.Row0.X, lM12 = left.Row0.Y,
lM21 = left.Row1.X, lM22 = left.Row1.Y,
lM31 = left.Row2.X, lM32 = left.Row2.Y,
lM41 = left.Row3.X, lM42 = left.Row3.Y,
rM11 = right.Row0.X, rM12 = right.Row0.Y,
rM21 = right.Row1.X, rM22 = right.Row1.Y;
result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
}
/// <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 Matrix4x2 Mult(Matrix4x2 left, Matrix2 right)
{
Matrix4x2 result;
Mult(ref left, ref right, out result);
return result;
}
/// <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>
/// <param name="result">A new instance that is the result of the multiplication.</param>
public static void Mult(ref Matrix4x2 left, ref Matrix2x3 right, out Matrix4x3 result)
{
float lM11 = left.Row0.X, lM12 = left.Row0.Y,
lM21 = left.Row1.X, lM22 = left.Row1.Y,
lM31 = left.Row2.X, lM32 = left.Row2.Y,
lM41 = left.Row3.X, lM42 = left.Row3.Y,
rM11 = right.Row0.X, rM12 = right.Row0.Y, rM13 = right.Row0.Z,
rM21 = right.Row1.X, rM22 = right.Row1.Y, rM23 = right.Row1.Z;
result.Row0.X = (lM11 * rM11) + (lM12 * rM21);
result.Row0.Y = (lM11 * rM12) + (lM12 * rM22);
result.Row0.Z = (lM11 * rM13) + (lM12 * rM23);
result.Row1.X = (lM21 * rM11) + (lM22 * rM21);
result.Row1.Y = (lM21 * rM12) + (lM22 * rM22);
result.Row1.Z = (lM21 * rM13) + (lM22 * rM23);
result.Row2.X = (lM31 * rM11) + (lM32 * rM21);
result.Row2.Y = (lM31 * rM12) + (lM32 * rM22);
result.Row2.Z = (lM31 * rM13) + (lM32 * rM23);
result.Row3.X = (lM41 * rM11) + (lM42 * rM21);
result.Row3.Y = (lM41 * rM12) + (lM42 * rM22);
result.Row3.Z = (lM41 * rM13) + (lM42 * rM23);
}
/// <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 Matrix4x3 Mult(Matrix4x2 left, Matrix2x3 right)
{
Matrix4x3 result;
Mult(ref left, ref right, out result);
return result;
}
/// <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>
/// <param name="result">A new instance that is the result of the multiplication.</param>
public static void Mult(ref Matrix4x2 left, ref Matrix2x4 right, out Matrix4 result)
{
float lM11 = left.Row0.X, lM12 = left.Row0.Y,
lM21 = left.Row1.X, lM22 = left.Row1.Y,
lM31 = left.Row2.X, lM32 = left.Row2.Y,
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
}
}