Переименование s0 -> s, x1 -> x, x2 -> y, x3 -> z, что должно упростить читаемость кода. Также обновление документации

This commit is contained in:
Andrey Pokidov 2026-03-29 22:06:01 +07:00
parent d83ab7160d
commit b8d383da33
38 changed files with 2104 additions and 2070 deletions

View file

@ -136,82 +136,82 @@ inline void bgc_fp64_matrix3x3_copy(BGC_FP64_Matrix3x3* const destination, const
// ==================== Swap ==================== //
inline void bgc_fp32_matrix3x3_swap(BGC_FP32_Matrix3x3* const matrix1, BGC_FP32_Matrix3x3* const matrix2)
inline void bgc_fp32_matrix3x3_swap(BGC_FP32_Matrix3x3* const matrix, BGC_FP32_Matrix3x3* const matriy)
{
const float r1c1 = matrix2->r1c1;
const float r1c2 = matrix2->r1c2;
const float r1c3 = matrix2->r1c3;
const float r1c1 = matriy->r1c1;
const float r1c2 = matriy->r1c2;
const float r1c3 = matriy->r1c3;
const float r2c1 = matrix2->r2c1;
const float r2c2 = matrix2->r2c2;
const float r2c3 = matrix2->r2c3;
const float r2c1 = matriy->r2c1;
const float r2c2 = matriy->r2c2;
const float r2c3 = matriy->r2c3;
const float r3c1 = matrix2->r3c1;
const float r3c2 = matrix2->r3c2;
const float r3c3 = matrix2->r3c3;
const float r3c1 = matriy->r3c1;
const float r3c2 = matriy->r3c2;
const float r3c3 = matriy->r3c3;
matrix2->r1c1 = matrix1->r1c1;
matrix2->r1c2 = matrix1->r1c2;
matrix2->r1c3 = matrix1->r1c3;
matriy->r1c1 = matrix->r1c1;
matriy->r1c2 = matrix->r1c2;
matriy->r1c3 = matrix->r1c3;
matrix2->r2c1 = matrix1->r2c1;
matrix2->r2c2 = matrix1->r2c2;
matrix2->r2c3 = matrix1->r2c3;
matriy->r2c1 = matrix->r2c1;
matriy->r2c2 = matrix->r2c2;
matriy->r2c3 = matrix->r2c3;
matrix2->r3c1 = matrix1->r3c1;
matrix2->r3c2 = matrix1->r3c2;
matrix2->r3c3 = matrix1->r3c3;
matriy->r3c1 = matrix->r3c1;
matriy->r3c2 = matrix->r3c2;
matriy->r3c3 = matrix->r3c3;
matrix1->r1c1 = r1c1;
matrix1->r1c2 = r1c2;
matrix1->r1c3 = r1c3;
matrix->r1c1 = r1c1;
matrix->r1c2 = r1c2;
matrix->r1c3 = r1c3;
matrix1->r2c1 = r2c1;
matrix1->r2c2 = r2c2;
matrix1->r2c3 = r2c3;
matrix->r2c1 = r2c1;
matrix->r2c2 = r2c2;
matrix->r2c3 = r2c3;
matrix1->r3c1 = r3c1;
matrix1->r3c2 = r3c2;
matrix1->r3c3 = r3c3;
matrix->r3c1 = r3c1;
matrix->r3c2 = r3c2;
matrix->r3c3 = r3c3;
}
inline void bgc_fp64_matrix3x3_swap(BGC_FP64_Matrix3x3* const matrix1, BGC_FP64_Matrix3x3* const matrix2)
inline void bgc_fp64_matrix3x3_swap(BGC_FP64_Matrix3x3* const matrix, BGC_FP64_Matrix3x3* const matriy)
{
const double r1c1 = matrix2->r1c1;
const double r1c2 = matrix2->r1c2;
const double r1c3 = matrix2->r1c3;
const double r1c1 = matriy->r1c1;
const double r1c2 = matriy->r1c2;
const double r1c3 = matriy->r1c3;
const double r2c1 = matrix2->r2c1;
const double r2c2 = matrix2->r2c2;
const double r2c3 = matrix2->r2c3;
const double r2c1 = matriy->r2c1;
const double r2c2 = matriy->r2c2;
const double r2c3 = matriy->r2c3;
const double r3c1 = matrix2->r3c1;
const double r3c2 = matrix2->r3c2;
const double r3c3 = matrix2->r3c3;
const double r3c1 = matriy->r3c1;
const double r3c2 = matriy->r3c2;
const double r3c3 = matriy->r3c3;
matrix2->r1c1 = matrix1->r1c1;
matrix2->r1c2 = matrix1->r1c2;
matrix2->r1c3 = matrix1->r1c3;
matriy->r1c1 = matrix->r1c1;
matriy->r1c2 = matrix->r1c2;
matriy->r1c3 = matrix->r1c3;
matrix2->r2c1 = matrix1->r2c1;
matrix2->r2c2 = matrix1->r2c2;
matrix2->r2c3 = matrix1->r2c3;
matriy->r2c1 = matrix->r2c1;
matriy->r2c2 = matrix->r2c2;
matriy->r2c3 = matrix->r2c3;
matrix2->r3c1 = matrix1->r3c1;
matrix2->r3c2 = matrix1->r3c2;
matrix2->r3c3 = matrix1->r3c3;
matriy->r3c1 = matrix->r3c1;
matriy->r3c2 = matrix->r3c2;
matriy->r3c3 = matrix->r3c3;
matrix1->r1c1 = r1c1;
matrix1->r1c2 = r1c2;
matrix1->r1c3 = r1c3;
matrix->r1c1 = r1c1;
matrix->r1c2 = r1c2;
matrix->r1c3 = r1c3;
matrix1->r2c1 = r2c1;
matrix1->r2c2 = r2c2;
matrix1->r2c3 = r2c3;
matrix->r2c1 = r2c1;
matrix->r2c2 = r2c2;
matrix->r2c3 = r2c3;
matrix1->r3c1 = r3c1;
matrix1->r3c2 = r3c2;
matrix1->r3c3 = r3c3;
matrix->r3c1 = r3c1;
matrix->r3c2 = r3c2;
matrix->r3c3 = r3c3;
}
// ================== Convert =================== //
@ -426,62 +426,62 @@ inline void bgc_fp32_matrix3x3_get_row(BGC_FP32_Vector3* const row, const BGC_FP
{
if (row_number == 1)
{
row->x1 = matrix->r1c1;
row->x2 = matrix->r1c2;
row->x3 = matrix->r1c3;
row->x = matrix->r1c1;
row->y = matrix->r1c2;
row->z = matrix->r1c3;
return;
}
if (row_number == 2)
{
row->x1 = matrix->r2c1;
row->x2 = matrix->r2c2;
row->x3 = matrix->r2c3;
row->x = matrix->r2c1;
row->y = matrix->r2c2;
row->z = matrix->r2c3;
return;
}
if (row_number == 3)
{
row->x1 = matrix->r3c1;
row->x2 = matrix->r3c2;
row->x3 = matrix->r3c3;
row->x = matrix->r3c1;
row->y = matrix->r3c2;
row->z = matrix->r3c3;
return;
}
row->x1 = 0.0f;
row->x2 = 0.0f;
row->x3 = 0.0f;
row->x = 0.0f;
row->y = 0.0f;
row->z = 0.0f;
}
inline void bgc_fp64_matrix3x3_get_row(BGC_FP64_Vector3* const row, const BGC_FP64_Matrix3x3* const matrix, const int row_number)
{
if (row_number == 1)
{
row->x1 = matrix->r1c1;
row->x2 = matrix->r1c2;
row->x3 = matrix->r1c3;
row->x = matrix->r1c1;
row->y = matrix->r1c2;
row->z = matrix->r1c3;
return;
}
if (row_number == 2)
{
row->x1 = matrix->r2c1;
row->x2 = matrix->r2c2;
row->x3 = matrix->r2c3;
row->x = matrix->r2c1;
row->y = matrix->r2c2;
row->z = matrix->r2c3;
return;
}
if (row_number == 3)
{
row->x1 = matrix->r3c1;
row->x2 = matrix->r3c2;
row->x3 = matrix->r3c3;
row->x = matrix->r3c1;
row->y = matrix->r3c2;
row->z = matrix->r3c3;
return;
}
row->x1 = 0.0;
row->x2 = 0.0;
row->x3 = 0.0;
row->x = 0.0;
row->y = 0.0;
row->z = 0.0;
}
// ================== Set Row =================== //
@ -490,25 +490,25 @@ inline void bgc_fp32_matrix3x3_set_row(BGC_FP32_Matrix3x3* const matrix, const i
{
if (row_number == 1)
{
matrix->r1c1 = row->x1;
matrix->r1c2 = row->x2;
matrix->r1c3 = row->x3;
matrix->r1c1 = row->x;
matrix->r1c2 = row->y;
matrix->r1c3 = row->z;
return;
}
if (row_number == 2)
{
matrix->r2c1 = row->x1;
matrix->r2c2 = row->x2;
matrix->r2c3 = row->x3;
matrix->r2c1 = row->x;
matrix->r2c2 = row->y;
matrix->r2c3 = row->z;
return;
}
if (row_number == 3)
{
matrix->r3c1 = row->x1;
matrix->r3c2 = row->x2;
matrix->r3c3 = row->x3;
matrix->r3c1 = row->x;
matrix->r3c2 = row->y;
matrix->r3c3 = row->z;
}
}
@ -516,25 +516,25 @@ inline void bgc_fp64_matrix3x3_set_row(BGC_FP64_Matrix3x3* const matrix, const i
{
if (row_number == 1)
{
matrix->r1c1 = row->x1;
matrix->r1c2 = row->x2;
matrix->r1c3 = row->x3;
matrix->r1c1 = row->x;
matrix->r1c2 = row->y;
matrix->r1c3 = row->z;
return;
}
if (row_number == 2)
{
matrix->r2c1 = row->x1;
matrix->r2c2 = row->x2;
matrix->r2c3 = row->x3;
matrix->r2c1 = row->x;
matrix->r2c2 = row->y;
matrix->r2c3 = row->z;
return;
}
if (row_number == 3)
{
matrix->r3c1 = row->x1;
matrix->r3c2 = row->x2;
matrix->r3c3 = row->x3;
matrix->r3c1 = row->x;
matrix->r3c2 = row->y;
matrix->r3c3 = row->z;
}
}
@ -544,62 +544,62 @@ inline void bgc_fp32_matrix3x3_get_column(BGC_FP32_Vector3* const column, const
{
if (column_number == 1)
{
column->x1 = matrix->r1c1;
column->x2 = matrix->r2c1;
column->x3 = matrix->r3c1;
column->x = matrix->r1c1;
column->y = matrix->r2c1;
column->z = matrix->r3c1;
return;
}
if (column_number == 2)
{
column->x1 = matrix->r1c2;
column->x2 = matrix->r2c2;
column->x3 = matrix->r3c2;
column->x = matrix->r1c2;
column->y = matrix->r2c2;
column->z = matrix->r3c2;
return;
}
if (column_number == 3)
{
column->x1 = matrix->r1c3;
column->x2 = matrix->r2c3;
column->x3 = matrix->r3c3;
column->x = matrix->r1c3;
column->y = matrix->r2c3;
column->z = matrix->r3c3;
return;
}
column->x1 = 0.0f;
column->x2 = 0.0f;
column->x3 = 0.0f;
column->x = 0.0f;
column->y = 0.0f;
column->z = 0.0f;
}
inline void bgc_fp64_matrix3x3_get_column(BGC_FP64_Vector3* const column, const BGC_FP64_Matrix3x3* const matrix, const int column_number)
{
if (column_number == 1)
{
column->x1 = matrix->r1c1;
column->x2 = matrix->r2c1;
column->x3 = matrix->r3c1;
column->x = matrix->r1c1;
column->y = matrix->r2c1;
column->z = matrix->r3c1;
return;
}
if (column_number == 2)
{
column->x1 = matrix->r1c2;
column->x2 = matrix->r2c2;
column->x3 = matrix->r3c2;
column->x = matrix->r1c2;
column->y = matrix->r2c2;
column->z = matrix->r3c2;
return;
}
if (column_number == 3)
{
column->x1 = matrix->r1c3;
column->x2 = matrix->r2c3;
column->x3 = matrix->r3c3;
column->x = matrix->r1c3;
column->y = matrix->r2c3;
column->z = matrix->r3c3;
return;
}
column->x1 = 0.0;
column->x2 = 0.0;
column->x3 = 0.0;
column->x = 0.0;
column->y = 0.0;
column->z = 0.0;
}
// ================= Set Column ================= //
@ -608,25 +608,25 @@ inline void bgc_fp32_matrix3x3_set_column(BGC_FP32_Matrix3x3* const matrix, cons
{
if (column_number == 1)
{
matrix->r1c1 = column->x1;
matrix->r2c1 = column->x2;
matrix->r3c1 = column->x3;
matrix->r1c1 = column->x;
matrix->r2c1 = column->y;
matrix->r3c1 = column->z;
return;
}
if (column_number == 2)
{
matrix->r1c2 = column->x1;
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;
}
}
@ -634,58 +634,58 @@ inline void bgc_fp64_matrix3x3_set_column(BGC_FP64_Matrix3x3* const matrix, cons
{
if (column_number == 1)
{
matrix->r1c1 = column->x1;
matrix->r2c1 = column->x2;
matrix->r3c1 = column->x3;
matrix->r1c1 = column->x;
matrix->r2c1 = column->y;
matrix->r3c1 = column->z;
return;
}
if (column_number == 2)
{
matrix->r1c2 = column->x1;
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;