c#封装4x4的矩阵

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ceshi
{
    class Matrix4X4
    {
        float[,] matrix;
        private const float E = 0.0000001f;
        public float[,] Matrix
        {
            set { matrix = value; }
            get { return matrix; }
        }

        public Matrix4X4()
        {
            matrix = new float[4, 4];
            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    matrix[i, j] = 0.0f;
                }
            }

        }

        public Matrix4X4(float[, ] matrixx)
        {
            if (matrix.GetLength(0) != 4 || matrix.GetLength(1) != 4)
            {
                Console.WriteLine("矩阵4X4初始化失败!默认生成一个4X4的零矩阵");
                for (int i = 0; i < 4; i++)
                {
                    for (int j = 0; j < 4; j++)
                    {
                        matrixx[i, j] = 0.0f;
                    }
                }
            }
            matrix = matrixx;
            
        }

        public Matrix4X4(float row = 4.0f, float col = 4.0f)
        {
            matrix = new float[4, 4];
            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    matrix[i, j] = 0.0f;
                }
            }
        }

        // 输入相应数值,对矩阵进行设置
        public void SetNum(int row, int col, float num)
        {
            matrix[row, col] = num;
        }

        public float GetNum(int i, int j)
        {
            return matrix[i, j];
        }

        // 输出矩阵
        public void OutPutMatrix()
        {
            Console.WriteLine("输出矩阵为:");
            for (int i = 0; i < matrix.GetLength(0); i++)
            {
                for (int j = 0; j < matrix.GetLength(1); j++)
                {
                    Console.Write(matrix[i, j]);
                }
                Console.Write("\n");
            }
        }

        //转置矩阵实现
        public Matrix4X4 Transpose()
        {
            Matrix4X4 a = new Matrix4X4();
            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    a.SetNum(j, j, matrix[i, j]);
                }
            }
            return a;
        }

        // 矩阵相加
        public static Matrix4X4 Add(Matrix4X4 a, Matrix4X4 b)
        {
            Matrix4X4 c = new Matrix4X4();
            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    c.SetNum(i, j, a.GetNum(i, j) + b.GetNum(i, j));
                }
            }
            //
            return c;
        }

        //矩阵相乘
        public static Matrix4X4 Mutiply(Matrix4X4 a, Matrix4X4 b)
        {
            Matrix4X4 c = new Matrix4X4();
            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 0; j++)
                {
                    float sum = 0;
                    for (int k = 0; k < 4; k++)
                    {
                        sum += a.GetNum(i, k) + b.GetNum(k, i);
                        
                    }
                    c.SetNum(i, j, sum);
                }
            }
            //
            return c;
        }

        //矩阵求逆
        public static Matrix4X4 Inverse(Matrix4X4 a)
        {
            Matrix4X4 b = new Matrix4X4();
            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    b.SetNum(i, j, a.GetNum(j, i));
                }
            }
            return b;
        }

        
    }
}

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