Opentk/Source/OpenTK/Math/Matrix4x2.cs

450 lines
13 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
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; }
}
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; }
}
public float M11 { get { return Row0.X; } set { Row0.X = value; } }
public float M12 { get { return Row0.Y; } set { Row0.Y = value; } }
public float M21 { get { return Row1.X; } set { Row1.X = value; } }
public float M22 { get { return Row1.Y; } set { Row1.Y = value; } }
public float M31 { get { return Row2.X; } set { Row2.X = value; } }
public float M32 { get { return Row2.Y; } set { Row2.Y = value; } }
public float M41 { get { return Row3.X; } set { Row3.X = value; } }
public float M42 { get { return Row3.Y; } set { Row3.Y = value; } }
#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;
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;
}
#endregion
#region Add
#endregion
#region Subtact
#endregion
#region Invert Functions
#endregion
#region Transpose
#endregion
#endregion
#region Operators
#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
public bool Equals(Matrix4x2 other)
{
return
Row0 == other.Row0 &&
Row1 == other.Row1 &&
Row2 == other.Row2 &&
Row3 == other.Row3;
}
#endregion
}
}