Переименование s0 -> s, x1 -> x, x2 -> y, x3 -> z, что должно упростить читаемость кода. Также обновление документации
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38 changed files with 2104 additions and 2070 deletions
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@ -136,82 +136,82 @@ inline void bgc_fp64_matrix3x3_copy(BGC_FP64_Matrix3x3* const destination, const
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// ==================== Swap ==================== //
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inline void bgc_fp32_matrix3x3_swap(BGC_FP32_Matrix3x3* const matrix1, BGC_FP32_Matrix3x3* const matrix2)
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inline void bgc_fp32_matrix3x3_swap(BGC_FP32_Matrix3x3* const matrix, BGC_FP32_Matrix3x3* const matriy)
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{
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const float r1c1 = matrix2->r1c1;
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const float r1c2 = matrix2->r1c2;
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const float r1c3 = matrix2->r1c3;
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const float r1c1 = matriy->r1c1;
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const float r1c2 = matriy->r1c2;
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const float r1c3 = matriy->r1c3;
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const float r2c1 = matrix2->r2c1;
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const float r2c2 = matrix2->r2c2;
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const float r2c3 = matrix2->r2c3;
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const float r2c1 = matriy->r2c1;
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const float r2c2 = matriy->r2c2;
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const float r2c3 = matriy->r2c3;
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const float r3c1 = matrix2->r3c1;
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const float r3c2 = matrix2->r3c2;
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const float r3c3 = matrix2->r3c3;
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const float r3c1 = matriy->r3c1;
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const float r3c2 = matriy->r3c2;
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const float r3c3 = matriy->r3c3;
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matrix2->r1c1 = matrix1->r1c1;
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matrix2->r1c2 = matrix1->r1c2;
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matrix2->r1c3 = matrix1->r1c3;
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matriy->r1c1 = matrix->r1c1;
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matriy->r1c2 = matrix->r1c2;
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matriy->r1c3 = matrix->r1c3;
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matrix2->r2c1 = matrix1->r2c1;
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matrix2->r2c2 = matrix1->r2c2;
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matrix2->r2c3 = matrix1->r2c3;
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matriy->r2c1 = matrix->r2c1;
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matriy->r2c2 = matrix->r2c2;
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matriy->r2c3 = matrix->r2c3;
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matrix2->r3c1 = matrix1->r3c1;
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matrix2->r3c2 = matrix1->r3c2;
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matrix2->r3c3 = matrix1->r3c3;
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matriy->r3c1 = matrix->r3c1;
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matriy->r3c2 = matrix->r3c2;
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matriy->r3c3 = matrix->r3c3;
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matrix1->r1c1 = r1c1;
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matrix1->r1c2 = r1c2;
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matrix1->r1c3 = r1c3;
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matrix->r1c1 = r1c1;
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matrix->r1c2 = r1c2;
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matrix->r1c3 = r1c3;
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matrix1->r2c1 = r2c1;
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matrix1->r2c2 = r2c2;
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matrix1->r2c3 = r2c3;
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matrix->r2c1 = r2c1;
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matrix->r2c2 = r2c2;
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matrix->r2c3 = r2c3;
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matrix1->r3c1 = r3c1;
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matrix1->r3c2 = r3c2;
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matrix1->r3c3 = r3c3;
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matrix->r3c1 = r3c1;
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matrix->r3c2 = r3c2;
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matrix->r3c3 = r3c3;
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}
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inline void bgc_fp64_matrix3x3_swap(BGC_FP64_Matrix3x3* const matrix1, BGC_FP64_Matrix3x3* const matrix2)
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inline void bgc_fp64_matrix3x3_swap(BGC_FP64_Matrix3x3* const matrix, BGC_FP64_Matrix3x3* const matriy)
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{
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const double r1c1 = matrix2->r1c1;
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const double r1c2 = matrix2->r1c2;
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const double r1c3 = matrix2->r1c3;
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const double r1c1 = matriy->r1c1;
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const double r1c2 = matriy->r1c2;
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const double r1c3 = matriy->r1c3;
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const double r2c1 = matrix2->r2c1;
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const double r2c2 = matrix2->r2c2;
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const double r2c3 = matrix2->r2c3;
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const double r2c1 = matriy->r2c1;
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const double r2c2 = matriy->r2c2;
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const double r2c3 = matriy->r2c3;
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const double r3c1 = matrix2->r3c1;
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const double r3c2 = matrix2->r3c2;
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const double r3c3 = matrix2->r3c3;
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const double r3c1 = matriy->r3c1;
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const double r3c2 = matriy->r3c2;
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const double r3c3 = matriy->r3c3;
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matrix2->r1c1 = matrix1->r1c1;
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matrix2->r1c2 = matrix1->r1c2;
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matrix2->r1c3 = matrix1->r1c3;
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matriy->r1c1 = matrix->r1c1;
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matriy->r1c2 = matrix->r1c2;
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matriy->r1c3 = matrix->r1c3;
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matrix2->r2c1 = matrix1->r2c1;
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matrix2->r2c2 = matrix1->r2c2;
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matrix2->r2c3 = matrix1->r2c3;
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matriy->r2c1 = matrix->r2c1;
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matriy->r2c2 = matrix->r2c2;
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matriy->r2c3 = matrix->r2c3;
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matrix2->r3c1 = matrix1->r3c1;
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matrix2->r3c2 = matrix1->r3c2;
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matrix2->r3c3 = matrix1->r3c3;
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matriy->r3c1 = matrix->r3c1;
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matriy->r3c2 = matrix->r3c2;
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matriy->r3c3 = matrix->r3c3;
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matrix1->r1c1 = r1c1;
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matrix1->r1c2 = r1c2;
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matrix1->r1c3 = r1c3;
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matrix->r1c1 = r1c1;
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matrix->r1c2 = r1c2;
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matrix->r1c3 = r1c3;
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matrix1->r2c1 = r2c1;
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matrix1->r2c2 = r2c2;
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matrix1->r2c3 = r2c3;
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matrix->r2c1 = r2c1;
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matrix->r2c2 = r2c2;
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matrix->r2c3 = r2c3;
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matrix1->r3c1 = r3c1;
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matrix1->r3c2 = r3c2;
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matrix1->r3c3 = r3c3;
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matrix->r3c1 = r3c1;
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matrix->r3c2 = r3c2;
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matrix->r3c3 = r3c3;
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}
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// ================== Convert =================== //
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@ -426,62 +426,62 @@ inline void bgc_fp32_matrix3x3_get_row(BGC_FP32_Vector3* const row, const BGC_FP
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{
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if (row_number == 1)
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{
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row->x1 = matrix->r1c1;
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row->x2 = matrix->r1c2;
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row->x3 = matrix->r1c3;
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row->x = matrix->r1c1;
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row->y = matrix->r1c2;
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row->z = matrix->r1c3;
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return;
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}
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if (row_number == 2)
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{
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row->x1 = matrix->r2c1;
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row->x2 = matrix->r2c2;
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row->x3 = matrix->r2c3;
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row->x = matrix->r2c1;
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row->y = matrix->r2c2;
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row->z = matrix->r2c3;
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return;
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}
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if (row_number == 3)
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{
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row->x1 = matrix->r3c1;
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row->x2 = matrix->r3c2;
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row->x3 = matrix->r3c3;
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row->x = matrix->r3c1;
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row->y = matrix->r3c2;
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row->z = matrix->r3c3;
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return;
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}
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row->x1 = 0.0f;
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row->x2 = 0.0f;
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row->x3 = 0.0f;
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row->x = 0.0f;
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row->y = 0.0f;
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row->z = 0.0f;
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}
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inline void bgc_fp64_matrix3x3_get_row(BGC_FP64_Vector3* const row, const BGC_FP64_Matrix3x3* const matrix, const int row_number)
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{
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if (row_number == 1)
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{
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row->x1 = matrix->r1c1;
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row->x2 = matrix->r1c2;
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row->x3 = matrix->r1c3;
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row->x = matrix->r1c1;
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row->y = matrix->r1c2;
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row->z = matrix->r1c3;
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return;
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}
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if (row_number == 2)
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{
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row->x1 = matrix->r2c1;
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row->x2 = matrix->r2c2;
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row->x3 = matrix->r2c3;
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row->x = matrix->r2c1;
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row->y = matrix->r2c2;
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row->z = matrix->r2c3;
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return;
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}
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if (row_number == 3)
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{
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row->x1 = matrix->r3c1;
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row->x2 = matrix->r3c2;
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row->x3 = matrix->r3c3;
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row->x = matrix->r3c1;
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row->y = matrix->r3c2;
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row->z = matrix->r3c3;
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return;
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}
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row->x1 = 0.0;
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row->x2 = 0.0;
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row->x3 = 0.0;
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row->x = 0.0;
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row->y = 0.0;
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row->z = 0.0;
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}
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// ================== Set Row =================== //
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@ -490,25 +490,25 @@ inline void bgc_fp32_matrix3x3_set_row(BGC_FP32_Matrix3x3* const matrix, const i
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{
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if (row_number == 1)
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{
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matrix->r1c1 = row->x1;
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matrix->r1c2 = row->x2;
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matrix->r1c3 = row->x3;
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matrix->r1c1 = row->x;
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matrix->r1c2 = row->y;
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matrix->r1c3 = row->z;
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return;
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}
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if (row_number == 2)
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{
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matrix->r2c1 = row->x1;
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matrix->r2c2 = row->x2;
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matrix->r2c3 = row->x3;
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matrix->r2c1 = row->x;
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matrix->r2c2 = row->y;
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matrix->r2c3 = row->z;
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return;
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}
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if (row_number == 3)
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{
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matrix->r3c1 = row->x1;
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matrix->r3c2 = row->x2;
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matrix->r3c3 = row->x3;
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matrix->r3c1 = row->x;
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matrix->r3c2 = row->y;
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matrix->r3c3 = row->z;
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}
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}
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@ -516,25 +516,25 @@ inline void bgc_fp64_matrix3x3_set_row(BGC_FP64_Matrix3x3* const matrix, const i
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{
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if (row_number == 1)
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{
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matrix->r1c1 = row->x1;
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matrix->r1c2 = row->x2;
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matrix->r1c3 = row->x3;
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matrix->r1c1 = row->x;
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matrix->r1c2 = row->y;
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matrix->r1c3 = row->z;
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return;
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}
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if (row_number == 2)
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{
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matrix->r2c1 = row->x1;
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matrix->r2c2 = row->x2;
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matrix->r2c3 = row->x3;
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matrix->r2c1 = row->x;
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matrix->r2c2 = row->y;
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matrix->r2c3 = row->z;
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return;
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}
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if (row_number == 3)
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{
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matrix->r3c1 = row->x1;
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matrix->r3c2 = row->x2;
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matrix->r3c3 = row->x3;
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matrix->r3c1 = row->x;
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matrix->r3c2 = row->y;
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matrix->r3c3 = row->z;
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}
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}
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@ -544,62 +544,62 @@ inline void bgc_fp32_matrix3x3_get_column(BGC_FP32_Vector3* const column, const
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{
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if (column_number == 1)
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{
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column->x1 = matrix->r1c1;
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column->x2 = matrix->r2c1;
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column->x3 = matrix->r3c1;
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column->x = matrix->r1c1;
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column->y = matrix->r2c1;
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column->z = matrix->r3c1;
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return;
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}
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if (column_number == 2)
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{
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column->x1 = matrix->r1c2;
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column->x2 = matrix->r2c2;
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column->x3 = matrix->r3c2;
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column->x = matrix->r1c2;
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column->y = matrix->r2c2;
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column->z = matrix->r3c2;
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return;
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}
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if (column_number == 3)
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{
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column->x1 = matrix->r1c3;
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column->x2 = matrix->r2c3;
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column->x3 = matrix->r3c3;
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column->x = matrix->r1c3;
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column->y = matrix->r2c3;
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column->z = matrix->r3c3;
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return;
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}
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column->x1 = 0.0f;
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column->x2 = 0.0f;
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column->x3 = 0.0f;
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column->x = 0.0f;
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column->y = 0.0f;
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column->z = 0.0f;
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}
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inline void bgc_fp64_matrix3x3_get_column(BGC_FP64_Vector3* const column, const BGC_FP64_Matrix3x3* const matrix, const int column_number)
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{
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if (column_number == 1)
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{
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column->x1 = matrix->r1c1;
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column->x2 = matrix->r2c1;
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column->x3 = matrix->r3c1;
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column->x = matrix->r1c1;
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column->y = matrix->r2c1;
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column->z = matrix->r3c1;
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return;
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}
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if (column_number == 2)
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{
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column->x1 = matrix->r1c2;
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column->x2 = matrix->r2c2;
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column->x3 = matrix->r3c2;
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column->x = matrix->r1c2;
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column->y = matrix->r2c2;
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column->z = matrix->r3c2;
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return;
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}
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if (column_number == 3)
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{
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column->x1 = matrix->r1c3;
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column->x2 = matrix->r2c3;
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column->x3 = matrix->r3c3;
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column->x = matrix->r1c3;
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column->y = matrix->r2c3;
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column->z = matrix->r3c3;
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return;
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}
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column->x1 = 0.0;
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column->x2 = 0.0;
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column->x3 = 0.0;
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column->x = 0.0;
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column->y = 0.0;
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column->z = 0.0;
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}
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// ================= Set Column ================= //
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@ -608,25 +608,25 @@ inline void bgc_fp32_matrix3x3_set_column(BGC_FP32_Matrix3x3* const matrix, cons
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{
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if (column_number == 1)
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{
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matrix->r1c1 = column->x1;
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matrix->r2c1 = column->x2;
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matrix->r3c1 = column->x3;
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matrix->r1c1 = column->x;
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matrix->r2c1 = column->y;
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matrix->r3c1 = column->z;
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return;
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}
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if (column_number == 2)
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{
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matrix->r1c2 = column->x1;
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matrix->r2c2 = column->x2;
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matrix->r3c2 = column->x3;
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matrix->r1c2 = column->x;
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matrix->r2c2 = column->y;
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matrix->r3c2 = column->z;
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return;
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}
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if (column_number == 3)
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{
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matrix->r1c3 = column->x1;
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matrix->r2c3 = column->x2;
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matrix->r3c3 = column->x3;
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matrix->r1c3 = column->x;
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matrix->r2c3 = column->y;
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matrix->r3c3 = column->z;
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}
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}
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@ -634,58 +634,58 @@ inline void bgc_fp64_matrix3x3_set_column(BGC_FP64_Matrix3x3* const matrix, cons
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{
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if (column_number == 1)
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{
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matrix->r1c1 = column->x1;
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matrix->r2c1 = column->x2;
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matrix->r3c1 = column->x3;
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matrix->r1c1 = column->x;
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matrix->r2c1 = column->y;
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matrix->r3c1 = column->z;
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return;
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}
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if (column_number == 2)
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{
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matrix->r1c2 = column->x1;
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||||
matrix->r2c2 = column->x2;
|
||||
matrix->r3c2 = column->x3;
|
||||
matrix->r1c2 = column->x;
|
||||
matrix->r2c2 = column->y;
|
||||
matrix->r3c2 = column->z;
|
||||
return;
|
||||
}
|
||||
|
||||
if (column_number == 3)
|
||||
{
|
||||
matrix->r1c3 = column->x1;
|
||||
matrix->r2c3 = column->x2;
|
||||
matrix->r3c3 = column->x3;
|
||||
matrix->r1c3 = column->x;
|
||||
matrix->r2c3 = column->y;
|
||||
matrix->r3c3 = column->z;
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== Add ===================== //
|
||||
|
||||
inline void bgc_fp32_matrix3x3_add(BGC_FP32_Matrix3x3* const sum, const BGC_FP32_Matrix3x3* const matrix1, const BGC_FP32_Matrix3x3* const matrix2)
|
||||
inline void bgc_fp32_matrix3x3_add(BGC_FP32_Matrix3x3* const sum, const BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Matrix3x3* const matriy)
|
||||
{
|
||||
sum->r1c1 = matrix1->r1c1 + matrix2->r1c1;
|
||||
sum->r1c2 = matrix1->r1c2 + matrix2->r1c2;
|
||||
sum->r1c3 = matrix1->r1c3 + matrix2->r1c3;
|
||||
sum->r1c1 = matrix->r1c1 + matriy->r1c1;
|
||||
sum->r1c2 = matrix->r1c2 + matriy->r1c2;
|
||||
sum->r1c3 = matrix->r1c3 + matriy->r1c3;
|
||||
|
||||
sum->r2c1 = matrix1->r2c1 + matrix2->r2c1;
|
||||
sum->r2c2 = matrix1->r2c2 + matrix2->r2c2;
|
||||
sum->r2c3 = matrix1->r2c3 + matrix2->r2c3;
|
||||
sum->r2c1 = matrix->r2c1 + matriy->r2c1;
|
||||
sum->r2c2 = matrix->r2c2 + matriy->r2c2;
|
||||
sum->r2c3 = matrix->r2c3 + matriy->r2c3;
|
||||
|
||||
sum->r3c1 = matrix1->r3c1 + matrix2->r3c1;
|
||||
sum->r3c2 = matrix1->r3c2 + matrix2->r3c2;
|
||||
sum->r3c3 = matrix1->r3c3 + matrix2->r3c3;
|
||||
sum->r3c1 = matrix->r3c1 + matriy->r3c1;
|
||||
sum->r3c2 = matrix->r3c2 + matriy->r3c2;
|
||||
sum->r3c3 = matrix->r3c3 + matriy->r3c3;
|
||||
}
|
||||
|
||||
inline void bgc_fp64_matrix3x3_add(BGC_FP64_Matrix3x3* const sum, const BGC_FP64_Matrix3x3* const matrix1, const BGC_FP64_Matrix3x3* const matrix2)
|
||||
inline void bgc_fp64_matrix3x3_add(BGC_FP64_Matrix3x3* const sum, const BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Matrix3x3* const matriy)
|
||||
{
|
||||
sum->r1c1 = matrix1->r1c1 + matrix2->r1c1;
|
||||
sum->r1c2 = matrix1->r1c2 + matrix2->r1c2;
|
||||
sum->r1c3 = matrix1->r1c3 + matrix2->r1c3;
|
||||
sum->r1c1 = matrix->r1c1 + matriy->r1c1;
|
||||
sum->r1c2 = matrix->r1c2 + matriy->r1c2;
|
||||
sum->r1c3 = matrix->r1c3 + matriy->r1c3;
|
||||
|
||||
sum->r2c1 = matrix1->r2c1 + matrix2->r2c1;
|
||||
sum->r2c2 = matrix1->r2c2 + matrix2->r2c2;
|
||||
sum->r2c3 = matrix1->r2c3 + matrix2->r2c3;
|
||||
sum->r2c1 = matrix->r2c1 + matriy->r2c1;
|
||||
sum->r2c2 = matrix->r2c2 + matriy->r2c2;
|
||||
sum->r2c3 = matrix->r2c3 + matriy->r2c3;
|
||||
|
||||
sum->r3c1 = matrix1->r3c1 + matrix2->r3c1;
|
||||
sum->r3c2 = matrix1->r3c2 + matrix2->r3c2;
|
||||
sum->r3c3 = matrix1->r3c3 + matrix2->r3c3;
|
||||
sum->r3c1 = matrix->r3c1 + matriy->r3c1;
|
||||
sum->r3c2 = matrix->r3c2 + matriy->r3c2;
|
||||
sum->r3c3 = matrix->r3c3 + matriy->r3c3;
|
||||
}
|
||||
|
||||
// ================= Add Scaled ================= //
|
||||
|
|
@ -820,118 +820,118 @@ inline void bgc_fp64_matrix3x3_multiply_by_real_number(BGC_FP64_Matrix3x3* const
|
|||
|
||||
inline void bgc_fp32_matrix3x3_multiply_by_vector3(BGC_FP32_Vector3* const product, const BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Vector3* const vector)
|
||||
{
|
||||
const float x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2 + matrix->r1c3 * vector->x3;
|
||||
const float x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2 + matrix->r2c3 * vector->x3;
|
||||
const float x3 = matrix->r3c1 * vector->x1 + matrix->r3c2 * vector->x2 + matrix->r3c3 * vector->x3;
|
||||
const float x = matrix->r1c1 * vector->x + matrix->r1c2 * vector->y + matrix->r1c3 * vector->z;
|
||||
const float y = matrix->r2c1 * vector->x + matrix->r2c2 * vector->y + matrix->r2c3 * vector->z;
|
||||
const float z = matrix->r3c1 * vector->x + matrix->r3c2 * vector->y + matrix->r3c3 * vector->z;
|
||||
|
||||
product->x1 = x1;
|
||||
product->x2 = x2;
|
||||
product->x3 = x3;
|
||||
product->x = x;
|
||||
product->y = y;
|
||||
product->z = z;
|
||||
}
|
||||
|
||||
inline void bgc_fp64_matrix3x3_multiply_by_vector3(BGC_FP64_Vector3* const product, const BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Vector3* const vector)
|
||||
{
|
||||
const double x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2 + matrix->r1c3 * vector->x3;
|
||||
const double x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2 + matrix->r2c3 * vector->x3;
|
||||
const double x3 = matrix->r3c1 * vector->x1 + matrix->r3c2 * vector->x2 + matrix->r3c3 * vector->x3;
|
||||
const double x = matrix->r1c1 * vector->x + matrix->r1c2 * vector->y + matrix->r1c3 * vector->z;
|
||||
const double y = matrix->r2c1 * vector->x + matrix->r2c2 * vector->y + matrix->r2c3 * vector->z;
|
||||
const double z = matrix->r3c1 * vector->x + matrix->r3c2 * vector->y + matrix->r3c3 * vector->z;
|
||||
|
||||
product->x1 = x1;
|
||||
product->x2 = x2;
|
||||
product->x3 = x3;
|
||||
product->x = x;
|
||||
product->y = y;
|
||||
product->z = z;
|
||||
}
|
||||
|
||||
// ========= Right Dual Vector Product ========== //
|
||||
|
||||
inline void bgc_fp32_matrix3x3_multiply_by_dual_vector3(BGC_FP32_DualVector3* const product, const BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_DualVector3* const vector)
|
||||
{
|
||||
const float real_x1 = matrix->r1c1 * vector->real_part.x1 + matrix->r1c2 * vector->real_part.x2 + matrix->r1c3 * vector->real_part.x3;
|
||||
const float real_x2 = matrix->r2c1 * vector->real_part.x1 + matrix->r2c2 * vector->real_part.x2 + matrix->r2c3 * vector->real_part.x3;
|
||||
const float real_x3 = matrix->r3c1 * vector->real_part.x1 + matrix->r3c2 * vector->real_part.x2 + matrix->r3c3 * vector->real_part.x3;
|
||||
const float real_x = matrix->r1c1 * vector->real_part.x + matrix->r1c2 * vector->real_part.y + matrix->r1c3 * vector->real_part.z;
|
||||
const float real_y = matrix->r2c1 * vector->real_part.x + matrix->r2c2 * vector->real_part.y + matrix->r2c3 * vector->real_part.z;
|
||||
const float real_z = matrix->r3c1 * vector->real_part.x + matrix->r3c2 * vector->real_part.y + matrix->r3c3 * vector->real_part.z;
|
||||
|
||||
const float dual_x1 = matrix->r1c1 * vector->dual_part.x1 + matrix->r1c2 * vector->dual_part.x2 + matrix->r1c3 * vector->dual_part.x3;
|
||||
const float dual_x2 = matrix->r2c1 * vector->dual_part.x1 + matrix->r2c2 * vector->dual_part.x2 + matrix->r2c3 * vector->dual_part.x3;
|
||||
const float dual_x3 = matrix->r3c1 * vector->dual_part.x1 + matrix->r3c2 * vector->dual_part.x2 + matrix->r3c3 * vector->dual_part.x3;
|
||||
const float dual_x = matrix->r1c1 * vector->dual_part.x + matrix->r1c2 * vector->dual_part.y + matrix->r1c3 * vector->dual_part.z;
|
||||
const float dual_y = matrix->r2c1 * vector->dual_part.x + matrix->r2c2 * vector->dual_part.y + matrix->r2c3 * vector->dual_part.z;
|
||||
const float dual_z = matrix->r3c1 * vector->dual_part.x + matrix->r3c2 * vector->dual_part.y + matrix->r3c3 * vector->dual_part.z;
|
||||
|
||||
product->real_part.x1 = real_x1;
|
||||
product->real_part.x2 = real_x2;
|
||||
product->real_part.x3 = real_x3;
|
||||
product->real_part.x = real_x;
|
||||
product->real_part.y = real_y;
|
||||
product->real_part.z = real_z;
|
||||
|
||||
product->real_part.x1 = real_x1;
|
||||
product->real_part.x2 = real_x2;
|
||||
product->real_part.x3 = real_x3;
|
||||
product->real_part.x = real_x;
|
||||
product->real_part.y = real_y;
|
||||
product->real_part.z = real_z;
|
||||
}
|
||||
|
||||
inline void bgc_fp64_matrix3x3_multiply_by_dual_vector3(BGC_FP64_DualVector3* const product, const BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_DualVector3* const vector)
|
||||
{
|
||||
const double real_x1 = matrix->r1c1 * vector->real_part.x1 + matrix->r1c2 * vector->real_part.x2 + matrix->r1c3 * vector->real_part.x3;
|
||||
const double real_x2 = matrix->r2c1 * vector->real_part.x1 + matrix->r2c2 * vector->real_part.x2 + matrix->r2c3 * vector->real_part.x3;
|
||||
const double real_x3 = matrix->r3c1 * vector->real_part.x1 + matrix->r3c2 * vector->real_part.x2 + matrix->r3c3 * vector->real_part.x3;
|
||||
const double real_x = matrix->r1c1 * vector->real_part.x + matrix->r1c2 * vector->real_part.y + matrix->r1c3 * vector->real_part.z;
|
||||
const double real_y = matrix->r2c1 * vector->real_part.x + matrix->r2c2 * vector->real_part.y + matrix->r2c3 * vector->real_part.z;
|
||||
const double real_z = matrix->r3c1 * vector->real_part.x + matrix->r3c2 * vector->real_part.y + matrix->r3c3 * vector->real_part.z;
|
||||
|
||||
const double dual_x1 = matrix->r1c1 * vector->dual_part.x1 + matrix->r1c2 * vector->dual_part.x2 + matrix->r1c3 * vector->dual_part.x3;
|
||||
const double dual_x2 = matrix->r2c1 * vector->dual_part.x1 + matrix->r2c2 * vector->dual_part.x2 + matrix->r2c3 * vector->dual_part.x3;
|
||||
const double dual_x3 = matrix->r3c1 * vector->dual_part.x1 + matrix->r3c2 * vector->dual_part.x2 + matrix->r3c3 * vector->dual_part.x3;
|
||||
const double dual_x = matrix->r1c1 * vector->dual_part.x + matrix->r1c2 * vector->dual_part.y + matrix->r1c3 * vector->dual_part.z;
|
||||
const double dual_y = matrix->r2c1 * vector->dual_part.x + matrix->r2c2 * vector->dual_part.y + matrix->r2c3 * vector->dual_part.z;
|
||||
const double dual_z = matrix->r3c1 * vector->dual_part.x + matrix->r3c2 * vector->dual_part.y + matrix->r3c3 * vector->dual_part.z;
|
||||
|
||||
product->real_part.x1 = real_x1;
|
||||
product->real_part.x2 = real_x2;
|
||||
product->real_part.x3 = real_x3;
|
||||
product->real_part.x = real_x;
|
||||
product->real_part.y = real_y;
|
||||
product->real_part.z = real_z;
|
||||
|
||||
product->real_part.x1 = real_x1;
|
||||
product->real_part.x2 = real_x2;
|
||||
product->real_part.x3 = real_x3;
|
||||
product->real_part.x = real_x;
|
||||
product->real_part.y = real_y;
|
||||
product->real_part.z = real_z;
|
||||
}
|
||||
|
||||
// ======= Restrict Right Vector Product ======== //
|
||||
|
||||
inline void _bgc_fp32_restrict_matrix3x3_multiply_by_vector3(BGC_FP32_Vector3* restrict const product, const BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Vector3* const vector)
|
||||
{
|
||||
product->x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2 + matrix->r1c3 * vector->x3;
|
||||
product->x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2 + matrix->r2c3 * vector->x3;
|
||||
product->x3 = matrix->r3c1 * vector->x1 + matrix->r3c2 * vector->x2 + matrix->r3c3 * vector->x3;
|
||||
product->x = matrix->r1c1 * vector->x + matrix->r1c2 * vector->y + matrix->r1c3 * vector->z;
|
||||
product->y = matrix->r2c1 * vector->x + matrix->r2c2 * vector->y + matrix->r2c3 * vector->z;
|
||||
product->z = matrix->r3c1 * vector->x + matrix->r3c2 * vector->y + matrix->r3c3 * vector->z;
|
||||
}
|
||||
|
||||
inline void _bgc_fp64_restrict_matrix3x3_multiply_by_vector3(BGC_FP64_Vector3* restrict const product, const BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Vector3* const vector)
|
||||
{
|
||||
product->x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2 + matrix->r1c3 * vector->x3;
|
||||
product->x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2 + matrix->r2c3 * vector->x3;
|
||||
product->x3 = matrix->r3c1 * vector->x1 + matrix->r3c2 * vector->x2 + matrix->r3c3 * vector->x3;
|
||||
product->x = matrix->r1c1 * vector->x + matrix->r1c2 * vector->y + matrix->r1c3 * vector->z;
|
||||
product->y = matrix->r2c1 * vector->x + matrix->r2c2 * vector->y + matrix->r2c3 * vector->z;
|
||||
product->z = matrix->r3c1 * vector->x + matrix->r3c2 * vector->y + matrix->r3c3 * vector->z;
|
||||
}
|
||||
|
||||
// ========= Right Dual Vector Product ========== //
|
||||
|
||||
inline void _bgc_fp32_restrict_matrix3x3_multiply_by_dual_vector3(BGC_FP32_DualVector3* restrict const product, const BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_DualVector3* const vector)
|
||||
{
|
||||
product->real_part.x1 = matrix->r1c1 * vector->real_part.x1 + matrix->r1c2 * vector->real_part.x2 + matrix->r1c3 * vector->real_part.x3;
|
||||
product->real_part.x2 = matrix->r2c1 * vector->real_part.x1 + matrix->r2c2 * vector->real_part.x2 + matrix->r2c3 * vector->real_part.x3;
|
||||
product->real_part.x3 = matrix->r3c1 * vector->real_part.x1 + matrix->r3c2 * vector->real_part.x2 + matrix->r3c3 * vector->real_part.x3;
|
||||
product->real_part.x = matrix->r1c1 * vector->real_part.x + matrix->r1c2 * vector->real_part.y + matrix->r1c3 * vector->real_part.z;
|
||||
product->real_part.y = matrix->r2c1 * vector->real_part.x + matrix->r2c2 * vector->real_part.y + matrix->r2c3 * vector->real_part.z;
|
||||
product->real_part.z = matrix->r3c1 * vector->real_part.x + matrix->r3c2 * vector->real_part.y + matrix->r3c3 * vector->real_part.z;
|
||||
|
||||
product->real_part.x1 = matrix->r1c1 * vector->dual_part.x1 + matrix->r1c2 * vector->dual_part.x2 + matrix->r1c3 * vector->dual_part.x3;
|
||||
product->real_part.x2 = matrix->r2c1 * vector->dual_part.x1 + matrix->r2c2 * vector->dual_part.x2 + matrix->r2c3 * vector->dual_part.x3;
|
||||
product->real_part.x3 = matrix->r3c1 * vector->dual_part.x1 + matrix->r3c2 * vector->dual_part.x2 + matrix->r3c3 * vector->dual_part.x3;
|
||||
product->real_part.x = matrix->r1c1 * vector->dual_part.x + matrix->r1c2 * vector->dual_part.y + matrix->r1c3 * vector->dual_part.z;
|
||||
product->real_part.y = matrix->r2c1 * vector->dual_part.x + matrix->r2c2 * vector->dual_part.y + matrix->r2c3 * vector->dual_part.z;
|
||||
product->real_part.z = matrix->r3c1 * vector->dual_part.x + matrix->r3c2 * vector->dual_part.y + matrix->r3c3 * vector->dual_part.z;
|
||||
}
|
||||
|
||||
inline void _bgc_fp64_restrict_matrix3x3_multiply_by_dual_vector3(BGC_FP64_DualVector3* restrict const product, const BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_DualVector3* const vector)
|
||||
{
|
||||
product->real_part.x1 = matrix->r1c1 * vector->real_part.x1 + matrix->r1c2 * vector->real_part.x2 + matrix->r1c3 * vector->real_part.x3;
|
||||
product->real_part.x2 = matrix->r2c1 * vector->real_part.x1 + matrix->r2c2 * vector->real_part.x2 + matrix->r2c3 * vector->real_part.x3;
|
||||
product->real_part.x3 = matrix->r3c1 * vector->real_part.x1 + matrix->r3c2 * vector->real_part.x2 + matrix->r3c3 * vector->real_part.x3;
|
||||
product->real_part.x = matrix->r1c1 * vector->real_part.x + matrix->r1c2 * vector->real_part.y + matrix->r1c3 * vector->real_part.z;
|
||||
product->real_part.y = matrix->r2c1 * vector->real_part.x + matrix->r2c2 * vector->real_part.y + matrix->r2c3 * vector->real_part.z;
|
||||
product->real_part.z = matrix->r3c1 * vector->real_part.x + matrix->r3c2 * vector->real_part.y + matrix->r3c3 * vector->real_part.z;
|
||||
|
||||
product->real_part.x1 = matrix->r1c1 * vector->dual_part.x1 + matrix->r1c2 * vector->dual_part.x2 + matrix->r1c3 * vector->dual_part.x3;
|
||||
product->real_part.x2 = matrix->r2c1 * vector->dual_part.x1 + matrix->r2c2 * vector->dual_part.x2 + matrix->r2c3 * vector->dual_part.x3;
|
||||
product->real_part.x3 = matrix->r3c1 * vector->dual_part.x1 + matrix->r3c2 * vector->dual_part.x2 + matrix->r3c3 * vector->dual_part.x3;
|
||||
product->real_part.x = matrix->r1c1 * vector->dual_part.x + matrix->r1c2 * vector->dual_part.y + matrix->r1c3 * vector->dual_part.z;
|
||||
product->real_part.y = matrix->r2c1 * vector->dual_part.x + matrix->r2c2 * vector->dual_part.y + matrix->r2c3 * vector->dual_part.z;
|
||||
product->real_part.z = matrix->r3c1 * vector->dual_part.x + matrix->r3c2 * vector->dual_part.y + matrix->r3c3 * vector->dual_part.z;
|
||||
}
|
||||
|
||||
// ========== Matrix Product 3x3 at 2x3 ========= //
|
||||
// ========== Matrix Product 3z at 2z ========= //
|
||||
|
||||
inline void bgc_fp32_matrix3x3_multiply_by_matrix2x3(BGC_FP32_Matrix2x3* const product, const BGC_FP32_Matrix3x3* const matrix1, const BGC_FP32_Matrix2x3* const matrix2)
|
||||
inline void bgc_fp32_matrix3x3_multiply_by_matrix2x3(BGC_FP32_Matrix2x3* const product, const BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Matrix2x3* const matriy)
|
||||
{
|
||||
const float r1c1 = matrix1->r1c1 * matrix2->r1c1 + matrix1->r1c2 * matrix2->r2c1 + matrix1->r1c3 * matrix2->r3c1;
|
||||
const float r1c2 = matrix1->r1c1 * matrix2->r1c2 + matrix1->r1c2 * matrix2->r2c2 + matrix1->r1c3 * matrix2->r3c2;
|
||||
const float r1c1 = matrix->r1c1 * matriy->r1c1 + matrix->r1c2 * matriy->r2c1 + matrix->r1c3 * matriy->r3c1;
|
||||
const float r1c2 = matrix->r1c1 * matriy->r1c2 + matrix->r1c2 * matriy->r2c2 + matrix->r1c3 * matriy->r3c2;
|
||||
|
||||
const float r2c1 = matrix1->r2c1 * matrix2->r1c1 + matrix1->r2c2 * matrix2->r2c1 + matrix1->r2c3 * matrix2->r3c1;
|
||||
const float r2c2 = matrix1->r2c1 * matrix2->r1c2 + matrix1->r2c2 * matrix2->r2c2 + matrix1->r2c3 * matrix2->r3c2;
|
||||
const float r2c1 = matrix->r2c1 * matriy->r1c1 + matrix->r2c2 * matriy->r2c1 + matrix->r2c3 * matriy->r3c1;
|
||||
const float r2c2 = matrix->r2c1 * matriy->r1c2 + matrix->r2c2 * matriy->r2c2 + matrix->r2c3 * matriy->r3c2;
|
||||
|
||||
const float r3c1 = matrix1->r3c1 * matrix2->r1c1 + matrix1->r3c2 * matrix2->r2c1 + matrix1->r3c3 * matrix2->r3c1;
|
||||
const float r3c2 = matrix1->r3c1 * matrix2->r1c2 + matrix1->r3c2 * matrix2->r2c2 + matrix1->r3c3 * matrix2->r3c2;
|
||||
const float r3c1 = matrix->r3c1 * matriy->r1c1 + matrix->r3c2 * matriy->r2c1 + matrix->r3c3 * matriy->r3c1;
|
||||
const float r3c2 = matrix->r3c1 * matriy->r1c2 + matrix->r3c2 * matriy->r2c2 + matrix->r3c3 * matriy->r3c2;
|
||||
|
||||
product->r1c1 = r1c1;
|
||||
product->r1c2 = r1c2;
|
||||
|
|
@ -943,16 +943,16 @@ inline void bgc_fp32_matrix3x3_multiply_by_matrix2x3(BGC_FP32_Matrix2x3* const p
|
|||
product->r3c2 = r3c2;
|
||||
}
|
||||
|
||||
inline void bgc_fp64_matrix3x3_multiply_by_matrix2x3(BGC_FP64_Matrix2x3* const product, const BGC_FP64_Matrix3x3* const matrix1, const BGC_FP64_Matrix2x3* const matrix2)
|
||||
inline void bgc_fp64_matrix3x3_multiply_by_matrix2x3(BGC_FP64_Matrix2x3* const product, const BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Matrix2x3* const matriy)
|
||||
{
|
||||
const double r1c1 = matrix1->r1c1 * matrix2->r1c1 + matrix1->r1c2 * matrix2->r2c1 + matrix1->r1c3 * matrix2->r3c1;
|
||||
const double r1c2 = matrix1->r1c1 * matrix2->r1c2 + matrix1->r1c2 * matrix2->r2c2 + matrix1->r1c3 * matrix2->r3c2;
|
||||
const double r1c1 = matrix->r1c1 * matriy->r1c1 + matrix->r1c2 * matriy->r2c1 + matrix->r1c3 * matriy->r3c1;
|
||||
const double r1c2 = matrix->r1c1 * matriy->r1c2 + matrix->r1c2 * matriy->r2c2 + matrix->r1c3 * matriy->r3c2;
|
||||
|
||||
const double r2c1 = matrix1->r2c1 * matrix2->r1c1 + matrix1->r2c2 * matrix2->r2c1 + matrix1->r2c3 * matrix2->r3c1;
|
||||
const double r2c2 = matrix1->r2c1 * matrix2->r1c2 + matrix1->r2c2 * matrix2->r2c2 + matrix1->r2c3 * matrix2->r3c2;
|
||||
const double r2c1 = matrix->r2c1 * matriy->r1c1 + matrix->r2c2 * matriy->r2c1 + matrix->r2c3 * matriy->r3c1;
|
||||
const double r2c2 = matrix->r2c1 * matriy->r1c2 + matrix->r2c2 * matriy->r2c2 + matrix->r2c3 * matriy->r3c2;
|
||||
|
||||
const double r3c1 = matrix1->r3c1 * matrix2->r1c1 + matrix1->r3c2 * matrix2->r2c1 + matrix1->r3c3 * matrix2->r3c1;
|
||||
const double r3c2 = matrix1->r3c1 * matrix2->r1c2 + matrix1->r3c2 * matrix2->r2c2 + matrix1->r3c3 * matrix2->r3c2;
|
||||
const double r3c1 = matrix->r3c1 * matriy->r1c1 + matrix->r3c2 * matriy->r2c1 + matrix->r3c3 * matriy->r3c1;
|
||||
const double r3c2 = matrix->r3c1 * matriy->r1c2 + matrix->r3c2 * matriy->r2c2 + matrix->r3c3 * matriy->r3c2;
|
||||
|
||||
product->r1c1 = r1c1;
|
||||
product->r1c2 = r1c2;
|
||||
|
|
@ -964,21 +964,21 @@ inline void bgc_fp64_matrix3x3_multiply_by_matrix2x3(BGC_FP64_Matrix2x3* const p
|
|||
product->r3c2 = r3c2;
|
||||
}
|
||||
|
||||
// ========== Matrix Product 3x3 at 3x3 ========= //
|
||||
// ========== Matrix Product 3z at 3z ========= //
|
||||
|
||||
inline void bgc_fp32_matrix3x3_multiply_by_matrix3x3(BGC_FP32_Matrix3x3* const product, const BGC_FP32_Matrix3x3* const matrix1, const BGC_FP32_Matrix3x3* const matrix2)
|
||||
inline void bgc_fp32_matrix3x3_multiply_by_matrix3x3(BGC_FP32_Matrix3x3* const product, const BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Matrix3x3* const matriy)
|
||||
{
|
||||
const float r1c1 = matrix1->r1c1 * matrix2->r1c1 + matrix1->r1c2 * matrix2->r2c1 + matrix1->r1c3 * matrix2->r3c1;
|
||||
const float r1c2 = matrix1->r1c1 * matrix2->r1c2 + matrix1->r1c2 * matrix2->r2c2 + matrix1->r1c3 * matrix2->r3c2;
|
||||
const float r1c3 = matrix1->r1c1 * matrix2->r1c3 + matrix1->r1c2 * matrix2->r2c3 + matrix1->r1c3 * matrix2->r3c3;
|
||||
const float r1c1 = matrix->r1c1 * matriy->r1c1 + matrix->r1c2 * matriy->r2c1 + matrix->r1c3 * matriy->r3c1;
|
||||
const float r1c2 = matrix->r1c1 * matriy->r1c2 + matrix->r1c2 * matriy->r2c2 + matrix->r1c3 * matriy->r3c2;
|
||||
const float r1c3 = matrix->r1c1 * matriy->r1c3 + matrix->r1c2 * matriy->r2c3 + matrix->r1c3 * matriy->r3c3;
|
||||
|
||||
const float r2c1 = matrix1->r2c1 * matrix2->r1c1 + matrix1->r2c2 * matrix2->r2c1 + matrix1->r2c3 * matrix2->r3c1;
|
||||
const float r2c2 = matrix1->r2c1 * matrix2->r1c2 + matrix1->r2c2 * matrix2->r2c2 + matrix1->r2c3 * matrix2->r3c2;
|
||||
const float r2c3 = matrix1->r2c1 * matrix2->r1c3 + matrix1->r2c2 * matrix2->r2c3 + matrix1->r2c3 * matrix2->r3c3;
|
||||
const float r2c1 = matrix->r2c1 * matriy->r1c1 + matrix->r2c2 * matriy->r2c1 + matrix->r2c3 * matriy->r3c1;
|
||||
const float r2c2 = matrix->r2c1 * matriy->r1c2 + matrix->r2c2 * matriy->r2c2 + matrix->r2c3 * matriy->r3c2;
|
||||
const float r2c3 = matrix->r2c1 * matriy->r1c3 + matrix->r2c2 * matriy->r2c3 + matrix->r2c3 * matriy->r3c3;
|
||||
|
||||
const float r3c1 = matrix1->r3c1 * matrix2->r1c1 + matrix1->r3c2 * matrix2->r2c1 + matrix1->r3c3 * matrix2->r3c1;
|
||||
const float r3c2 = matrix1->r3c1 * matrix2->r1c2 + matrix1->r3c2 * matrix2->r2c2 + matrix1->r3c3 * matrix2->r3c2;
|
||||
const float r3c3 = matrix1->r3c1 * matrix2->r1c3 + matrix1->r3c2 * matrix2->r2c3 + matrix1->r3c3 * matrix2->r3c3;
|
||||
const float r3c1 = matrix->r3c1 * matriy->r1c1 + matrix->r3c2 * matriy->r2c1 + matrix->r3c3 * matriy->r3c1;
|
||||
const float r3c2 = matrix->r3c1 * matriy->r1c2 + matrix->r3c2 * matriy->r2c2 + matrix->r3c3 * matriy->r3c2;
|
||||
const float r3c3 = matrix->r3c1 * matriy->r1c3 + matrix->r3c2 * matriy->r2c3 + matrix->r3c3 * matriy->r3c3;
|
||||
|
||||
product->r1c1 = r1c1;
|
||||
product->r1c2 = r1c2;
|
||||
|
|
@ -993,19 +993,19 @@ inline void bgc_fp32_matrix3x3_multiply_by_matrix3x3(BGC_FP32_Matrix3x3* const p
|
|||
product->r3c3 = r3c3;
|
||||
}
|
||||
|
||||
inline void bgc_fp64_matrix3x3_multiply_by_matrix3x3(BGC_FP64_Matrix3x3* const product, const BGC_FP64_Matrix3x3* const matrix1, const BGC_FP64_Matrix3x3* const matrix2)
|
||||
inline void bgc_fp64_matrix3x3_multiply_by_matrix3x3(BGC_FP64_Matrix3x3* const product, const BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Matrix3x3* const matriy)
|
||||
{
|
||||
const double r1c1 = matrix1->r1c1 * matrix2->r1c1 + matrix1->r1c2 * matrix2->r2c1 + matrix1->r1c3 * matrix2->r3c1;
|
||||
const double r1c2 = matrix1->r1c1 * matrix2->r1c2 + matrix1->r1c2 * matrix2->r2c2 + matrix1->r1c3 * matrix2->r3c2;
|
||||
const double r1c3 = matrix1->r1c1 * matrix2->r1c3 + matrix1->r1c2 * matrix2->r2c3 + matrix1->r1c3 * matrix2->r3c3;
|
||||
const double r1c1 = matrix->r1c1 * matriy->r1c1 + matrix->r1c2 * matriy->r2c1 + matrix->r1c3 * matriy->r3c1;
|
||||
const double r1c2 = matrix->r1c1 * matriy->r1c2 + matrix->r1c2 * matriy->r2c2 + matrix->r1c3 * matriy->r3c2;
|
||||
const double r1c3 = matrix->r1c1 * matriy->r1c3 + matrix->r1c2 * matriy->r2c3 + matrix->r1c3 * matriy->r3c3;
|
||||
|
||||
const double r2c1 = matrix1->r2c1 * matrix2->r1c1 + matrix1->r2c2 * matrix2->r2c1 + matrix1->r2c3 * matrix2->r3c1;
|
||||
const double r2c2 = matrix1->r2c1 * matrix2->r1c2 + matrix1->r2c2 * matrix2->r2c2 + matrix1->r2c3 * matrix2->r3c2;
|
||||
const double r2c3 = matrix1->r2c1 * matrix2->r1c3 + matrix1->r2c2 * matrix2->r2c3 + matrix1->r2c3 * matrix2->r3c3;
|
||||
const double r2c1 = matrix->r2c1 * matriy->r1c1 + matrix->r2c2 * matriy->r2c1 + matrix->r2c3 * matriy->r3c1;
|
||||
const double r2c2 = matrix->r2c1 * matriy->r1c2 + matrix->r2c2 * matriy->r2c2 + matrix->r2c3 * matriy->r3c2;
|
||||
const double r2c3 = matrix->r2c1 * matriy->r1c3 + matrix->r2c2 * matriy->r2c3 + matrix->r2c3 * matriy->r3c3;
|
||||
|
||||
const double r3c1 = matrix1->r3c1 * matrix2->r1c1 + matrix1->r3c2 * matrix2->r2c1 + matrix1->r3c3 * matrix2->r3c1;
|
||||
const double r3c2 = matrix1->r3c1 * matrix2->r1c2 + matrix1->r3c2 * matrix2->r2c2 + matrix1->r3c3 * matrix2->r3c2;
|
||||
const double r3c3 = matrix1->r3c1 * matrix2->r1c3 + matrix1->r3c2 * matrix2->r2c3 + matrix1->r3c3 * matrix2->r3c3;
|
||||
const double r3c1 = matrix->r3c1 * matriy->r1c1 + matrix->r3c2 * matriy->r2c1 + matrix->r3c3 * matriy->r3c1;
|
||||
const double r3c2 = matrix->r3c1 * matriy->r1c2 + matrix->r3c2 * matriy->r2c2 + matrix->r3c3 * matriy->r3c2;
|
||||
const double r3c3 = matrix->r3c1 * matriy->r1c3 + matrix->r3c2 * matriy->r2c3 + matrix->r3c3 * matriy->r3c3;
|
||||
|
||||
product->r1c1 = r1c1;
|
||||
product->r1c2 = r1c2;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue