#ifndef _BGC_MATRIX3X3_H_ #define _BGC_MATRIX3X3_H_ #include "vector3.h" #include "matrices.h" // =================== Reset ==================== // inline void bgc_fp32_matrix3x3_reset(BGC_FP32_Matrix3x3* matrix) { matrix->row1_col1 = 0.0f; matrix->row1_col2 = 0.0f; matrix->row1_col3 = 0.0f; matrix->row2_col1 = 0.0f; matrix->row2_col2 = 0.0f; matrix->row2_col3 = 0.0f; matrix->row3_col1 = 0.0f; matrix->row3_col2 = 0.0f; matrix->row3_col3 = 0.0f; } inline void bgc_fp64_matrix3x3_reset(BGC_FP64_Matrix3x3* matrix) { matrix->row1_col1 = 0.0; matrix->row1_col2 = 0.0; matrix->row1_col3 = 0.0; matrix->row2_col1 = 0.0; matrix->row2_col2 = 0.0; matrix->row2_col3 = 0.0; matrix->row3_col1 = 0.0; matrix->row3_col2 = 0.0; matrix->row3_col3 = 0.0; } // ================== Identity ================== // inline void bgc_fp32_matrix3x3_make_identity(BGC_FP32_Matrix3x3* matrix) { matrix->row1_col1 = 1.0f; matrix->row1_col2 = 0.0f; matrix->row1_col3 = 0.0f; matrix->row2_col1 = 0.0f; matrix->row2_col2 = 1.0f; matrix->row2_col3 = 0.0f; matrix->row3_col1 = 0.0f; matrix->row3_col2 = 0.0f; matrix->row3_col3 = 1.0f; } inline void bgc_fp64_matrix3x3_make_identity(BGC_FP64_Matrix3x3* matrix) { matrix->row1_col1 = 1.0; matrix->row1_col2 = 0.0; matrix->row1_col3 = 0.0; matrix->row2_col1 = 0.0; matrix->row2_col2 = 1.0; matrix->row2_col3 = 0.0; matrix->row3_col1 = 0.0; matrix->row3_col2 = 0.0; matrix->row3_col3 = 1.0; } // ================ Set Diagonal ================ // inline void bgc_fp32_matrix3x3_make_diagonal(BGC_FP32_Matrix3x3* matrix, const float d1, const float d2, const float d3) { matrix->row1_col1 = d1; matrix->row1_col2 = 0.0f; matrix->row1_col3 = 0.0f; matrix->row2_col1 = 0.0f; matrix->row2_col2 = d2; matrix->row2_col3 = 0.0f; matrix->row3_col1 = 0.0f; matrix->row3_col2 = 0.0f; matrix->row3_col3 = d2; } inline void bgc_fp64_matrix3x3_make_diagonal(BGC_FP64_Matrix3x3* matrix, const double d1, const double d2, const double d3) { matrix->row1_col1 = d1; matrix->row1_col2 = 0.0; matrix->row1_col3 = 0.0; matrix->row2_col1 = 0.0; matrix->row2_col2 = d2; matrix->row2_col3 = 0.0; matrix->row3_col1 = 0.0; matrix->row3_col2 = 0.0; matrix->row3_col3 = d2; } // ==================== Copy ==================== // inline void bgc_fp32_matrix3x3_copy(BGC_FP32_Matrix3x3* destination, const BGC_FP32_Matrix3x3* source) { destination->row1_col1 = source->row1_col1; destination->row1_col2 = source->row1_col2; destination->row1_col3 = source->row1_col3; destination->row2_col1 = source->row2_col1; destination->row2_col2 = source->row2_col2; destination->row2_col3 = source->row2_col3; destination->row3_col1 = source->row3_col1; destination->row3_col2 = source->row3_col2; destination->row3_col3 = source->row3_col3; } inline void bgc_fp64_matrix3x3_copy(BGC_FP64_Matrix3x3* destination, const BGC_FP64_Matrix3x3* source) { destination->row1_col1 = source->row1_col1; destination->row1_col2 = source->row1_col2; destination->row1_col3 = source->row1_col3; destination->row2_col1 = source->row2_col1; destination->row2_col2 = source->row2_col2; destination->row2_col3 = source->row2_col3; destination->row3_col1 = source->row3_col1; destination->row3_col2 = source->row3_col2; destination->row3_col3 = source->row3_col3; } // ==================== Swap ==================== // inline void bgc_fp32_matrix3x3_swap(BGC_FP32_Matrix3x3* matrix1, BGC_FP32_Matrix3x3* matrix2) { const float row1_col1 = matrix2->row1_col1; const float row1_col2 = matrix2->row1_col2; const float row1_col3 = matrix2->row1_col3; const float row2_col1 = matrix2->row2_col1; const float row2_col2 = matrix2->row2_col2; const float row2_col3 = matrix2->row2_col3; const float row3_col1 = matrix2->row3_col1; const float row3_col2 = matrix2->row3_col2; const float row3_col3 = matrix2->row3_col3; matrix2->row1_col1 = matrix1->row1_col1; matrix2->row1_col2 = matrix1->row1_col2; matrix2->row1_col3 = matrix1->row1_col3; matrix2->row2_col1 = matrix1->row2_col1; matrix2->row2_col2 = matrix1->row2_col2; matrix2->row2_col3 = matrix1->row2_col3; matrix2->row3_col1 = matrix1->row3_col1; matrix2->row3_col2 = matrix1->row3_col2; matrix2->row3_col3 = matrix1->row3_col3; matrix1->row1_col1 = row1_col1; matrix1->row1_col2 = row1_col2; matrix1->row1_col3 = row1_col3; matrix1->row2_col1 = row2_col1; matrix1->row2_col2 = row2_col2; matrix1->row2_col3 = row2_col3; matrix1->row3_col1 = row3_col1; matrix1->row3_col2 = row3_col2; matrix1->row3_col3 = row3_col3; } inline void bgc_fp64_matrix3x3_swap(BGC_FP64_Matrix3x3* matrix1, BGC_FP64_Matrix3x3* matrix2) { const double row1_col1 = matrix2->row1_col1; const double row1_col2 = matrix2->row1_col2; const double row1_col3 = matrix2->row1_col3; const double row2_col1 = matrix2->row2_col1; const double row2_col2 = matrix2->row2_col2; const double row2_col3 = matrix2->row2_col3; const double row3_col1 = matrix2->row3_col1; const double row3_col2 = matrix2->row3_col2; const double row3_col3 = matrix2->row3_col3; matrix2->row1_col1 = matrix1->row1_col1; matrix2->row1_col2 = matrix1->row1_col2; matrix2->row1_col3 = matrix1->row1_col3; matrix2->row2_col1 = matrix1->row2_col1; matrix2->row2_col2 = matrix1->row2_col2; matrix2->row2_col3 = matrix1->row2_col3; matrix2->row3_col1 = matrix1->row3_col1; matrix2->row3_col2 = matrix1->row3_col2; matrix2->row3_col3 = matrix1->row3_col3; matrix1->row1_col1 = row1_col1; matrix1->row1_col2 = row1_col2; matrix1->row1_col3 = row1_col3; matrix1->row2_col1 = row2_col1; matrix1->row2_col2 = row2_col2; matrix1->row2_col3 = row2_col3; matrix1->row3_col1 = row3_col1; matrix1->row3_col2 = row3_col2; matrix1->row3_col3 = row3_col3; } // ================== Convert =================== // inline void bgc_fp64_matrix3x3_convert_to_fp32(BGC_FP32_Matrix3x3* destination, const BGC_FP64_Matrix3x3* source) { destination->row1_col1 = (float)source->row1_col1; destination->row1_col2 = (float)source->row1_col2; destination->row1_col3 = (float)source->row1_col3; destination->row2_col1 = (float)source->row2_col1; destination->row2_col2 = (float)source->row2_col2; destination->row2_col3 = (float)source->row2_col3; destination->row3_col1 = (float)source->row3_col1; destination->row3_col2 = (float)source->row3_col2; destination->row3_col3 = (float)source->row3_col3; } inline void bgc_fp32_matrix3x3_convert_to_fp64(BGC_FP64_Matrix3x3* destination, const BGC_FP32_Matrix3x3* source) { destination->row1_col1 = source->row1_col1; destination->row1_col2 = source->row1_col2; destination->row1_col3 = source->row1_col3; destination->row2_col1 = source->row2_col1; destination->row2_col2 = source->row2_col2; destination->row2_col3 = source->row2_col3; destination->row3_col1 = source->row3_col1; destination->row3_col2 = source->row3_col2; destination->row3_col3 = source->row3_col3; } // ================ Determinant ================= // inline float bgc_fp32_matrix3x3_get_determinant(const BGC_FP32_Matrix3x3* matrix) { return matrix->row1_col1 * (matrix->row2_col2 * matrix->row3_col3 - matrix->row2_col3 * matrix->row3_col2) + matrix->row1_col2 * (matrix->row2_col3 * matrix->row3_col1 - matrix->row2_col1 * matrix->row3_col3) + matrix->row1_col3 * (matrix->row2_col1 * matrix->row3_col2 - matrix->row2_col2 * matrix->row3_col1); } inline double bgc_fp64_matrix3x3_get_determinant(const BGC_FP64_Matrix3x3* matrix) { return matrix->row1_col1 * (matrix->row2_col2 * matrix->row3_col3 - matrix->row2_col3 * matrix->row3_col2) + matrix->row1_col2 * (matrix->row2_col3 * matrix->row3_col1 - matrix->row2_col1 * matrix->row3_col3) + matrix->row1_col3 * (matrix->row2_col1 * matrix->row3_col2 - matrix->row2_col2 * matrix->row3_col1); } // ================ Is Identity ================= // inline int bgc_fp32_matrix3x3_is_identity(const BGC_FP32_Matrix3x3* matrix) { return bgc_fp32_is_unit(matrix->row1_col1) && bgc_fp32_is_zero(matrix->row1_col2) && bgc_fp32_is_zero(matrix->row1_col3) && bgc_fp32_is_zero(matrix->row2_col1) && bgc_fp32_is_unit(matrix->row2_col2) && bgc_fp32_is_zero(matrix->row2_col3) && bgc_fp32_is_zero(matrix->row3_col1) && bgc_fp32_is_zero(matrix->row3_col2) && bgc_fp32_is_unit(matrix->row3_col3); } inline int bgc_fp64_matrix3x3_is_identity(const BGC_FP64_Matrix3x3* matrix) { return bgc_fp64_is_unit(matrix->row1_col1) && bgc_fp64_is_zero(matrix->row1_col2) && bgc_fp64_is_zero(matrix->row1_col3) && bgc_fp64_is_zero(matrix->row2_col1) && bgc_fp64_is_unit(matrix->row2_col2) && bgc_fp64_is_zero(matrix->row2_col3) && bgc_fp64_is_zero(matrix->row3_col1) && bgc_fp64_is_zero(matrix->row3_col2) && bgc_fp64_is_unit(matrix->row3_col3); } // ================ Is Singular ================= // inline int bgc_fp32_matrix3x3_is_singular(const BGC_FP32_Matrix3x3* matrix) { return bgc_fp32_is_zero(bgc_fp32_matrix3x3_get_determinant(matrix)); } inline int bgc_fp64_matrix3x3_is_singular(const BGC_FP64_Matrix3x3* matrix) { return bgc_fp64_is_zero(bgc_fp64_matrix3x3_get_determinant(matrix)); } // ================ Is Rotation ================= // inline int bgc_fp32_matrix3x3_is_rotation(const BGC_FP32_Matrix3x3* matrix) { BGC_FP32_Matrix3x3 product; product.row1_col1 = matrix->row1_col1 * matrix->row1_col1 + matrix->row1_col2 * matrix->row2_col1 + matrix->row1_col3 * matrix->row3_col1; product.row1_col2 = matrix->row1_col1 * matrix->row1_col2 + matrix->row1_col2 * matrix->row2_col2 + matrix->row1_col3 * matrix->row3_col2; product.row1_col3 = matrix->row1_col1 * matrix->row1_col3 + matrix->row1_col2 * matrix->row2_col3 + matrix->row1_col3 * matrix->row3_col3; product.row2_col1 = matrix->row2_col1 * matrix->row1_col1 + matrix->row2_col2 * matrix->row2_col1 + matrix->row2_col3 * matrix->row3_col1; product.row2_col2 = matrix->row2_col1 * matrix->row1_col2 + matrix->row2_col2 * matrix->row2_col2 + matrix->row2_col3 * matrix->row3_col2; product.row2_col3 = matrix->row2_col1 * matrix->row1_col3 + matrix->row2_col2 * matrix->row2_col3 + matrix->row2_col3 * matrix->row3_col3; product.row3_col1 = matrix->row3_col1 * matrix->row1_col1 + matrix->row3_col2 * matrix->row2_col1 + matrix->row3_col3 * matrix->row3_col1; product.row3_col2 = matrix->row3_col1 * matrix->row1_col2 + matrix->row3_col2 * matrix->row2_col2 + matrix->row3_col3 * matrix->row3_col2; product.row3_col3 = matrix->row3_col1 * matrix->row1_col3 + matrix->row3_col2 * matrix->row2_col3 + matrix->row3_col3 * matrix->row3_col3; return bgc_fp32_matrix3x3_is_identity(&product); } inline int bgc_fp64_matrix3x3_is_rotation(const BGC_FP64_Matrix3x3* matrix) { BGC_FP64_Matrix3x3 product; product.row1_col1 = matrix->row1_col1 * matrix->row1_col1 + matrix->row1_col2 * matrix->row2_col1 + matrix->row1_col3 * matrix->row3_col1; product.row1_col2 = matrix->row1_col1 * matrix->row1_col2 + matrix->row1_col2 * matrix->row2_col2 + matrix->row1_col3 * matrix->row3_col2; product.row1_col3 = matrix->row1_col1 * matrix->row1_col3 + matrix->row1_col2 * matrix->row2_col3 + matrix->row1_col3 * matrix->row3_col3; product.row2_col1 = matrix->row2_col1 * matrix->row1_col1 + matrix->row2_col2 * matrix->row2_col1 + matrix->row2_col3 * matrix->row3_col1; product.row2_col2 = matrix->row2_col1 * matrix->row1_col2 + matrix->row2_col2 * matrix->row2_col2 + matrix->row2_col3 * matrix->row3_col2; product.row2_col3 = matrix->row2_col1 * matrix->row1_col3 + matrix->row2_col2 * matrix->row2_col3 + matrix->row2_col3 * matrix->row3_col3; product.row3_col1 = matrix->row3_col1 * matrix->row1_col1 + matrix->row3_col2 * matrix->row2_col1 + matrix->row3_col3 * matrix->row3_col1; product.row3_col2 = matrix->row3_col1 * matrix->row1_col2 + matrix->row3_col2 * matrix->row2_col2 + matrix->row3_col3 * matrix->row3_col2; product.row3_col3 = matrix->row3_col1 * matrix->row1_col3 + matrix->row3_col2 * matrix->row2_col3 + matrix->row3_col3 * matrix->row3_col3; return bgc_fp64_matrix3x3_is_identity(&product); } // ================ Get Inverse ================= // int bgc_fp32_matrix3x3_get_inverse(BGC_FP32_Matrix3x3* inverse, const BGC_FP32_Matrix3x3* matrix); int bgc_fp64_matrix3x3_get_inverse(BGC_FP64_Matrix3x3* inverse, const BGC_FP64_Matrix3x3* matrix); // =================== Invert =================== // inline int bgc_fp32_matrix3x3_invert(BGC_FP32_Matrix3x3* matrix) { return bgc_fp32_matrix3x3_get_inverse(matrix, matrix); } inline int bgc_fp64_matrix3x3_invert(BGC_FP64_Matrix3x3* matrix) { return bgc_fp64_matrix3x3_get_inverse(matrix, matrix); } // ================= Transpose ================== // inline void bgc_fp32_matrix3x3_transpose(BGC_FP32_Matrix3x3* matrix) { const float row1_col2 = matrix->row1_col2; const float row1_col3 = matrix->row1_col3; const float row2_col3 = matrix->row2_col3; matrix->row1_col2 = matrix->row2_col1; matrix->row1_col3 = matrix->row3_col1; matrix->row2_col3 = matrix->row3_col2; matrix->row2_col1 = row1_col2; matrix->row3_col1 = row1_col3; matrix->row3_col2 = row2_col3; } inline void bgc_fp64_matrix3x3_transpose(BGC_FP64_Matrix3x3* matrix) { const double row1_col2 = matrix->row1_col2; const double row1_col3 = matrix->row1_col3; const double row2_col3 = matrix->row2_col3; matrix->row1_col2 = matrix->row2_col1; matrix->row1_col3 = matrix->row3_col1; matrix->row2_col3 = matrix->row3_col2; matrix->row2_col1 = row1_col2; matrix->row3_col1 = row1_col3; matrix->row3_col2 = row2_col3; } // =============== Get Transpose ================ // inline void bgc_fp32_matrix3x3_get_transposed(BGC_FP32_Matrix3x3* transposed, const BGC_FP32_Matrix3x3* matrix) { transposed->row1_col1 = matrix->row1_col1; transposed->row2_col2 = matrix->row2_col2; transposed->row3_col3 = matrix->row3_col3; const float row1_col2 = matrix->row1_col2; const float row1_col3 = matrix->row1_col3; const float row2_col3 = matrix->row2_col3; transposed->row1_col2 = matrix->row2_col1; transposed->row1_col3 = matrix->row3_col1; transposed->row2_col3 = matrix->row3_col2; transposed->row2_col1 = row1_col2; transposed->row3_col1 = row1_col3; transposed->row3_col2 = row2_col3; } inline void bgc_fp64_matrix3x3_get_transposed(BGC_FP64_Matrix3x3* transposed, const BGC_FP64_Matrix3x3* matrix) { transposed->row1_col1 = matrix->row1_col1; transposed->row2_col2 = matrix->row2_col2; transposed->row3_col3 = matrix->row3_col3; const double row1_col2 = matrix->row1_col2; const double row1_col3 = matrix->row1_col3; const double row2_col3 = matrix->row2_col3; transposed->row1_col2 = matrix->row2_col1; transposed->row1_col3 = matrix->row3_col1; transposed->row2_col3 = matrix->row3_col2; transposed->row2_col1 = row1_col2; transposed->row3_col1 = row1_col3; transposed->row3_col2 = row2_col3; } // ================== Get Row -================== // inline void bgc_fp32_matrix3x3_get_row(BGC_FP32_Vector3* row, const BGC_FP32_Matrix3x3* matrix, const int row_number) { if (row_number == 1) { row->x1 = matrix->row1_col1; row->x2 = matrix->row1_col2; row->x3 = matrix->row1_col3; return; } if (row_number == 2) { row->x1 = matrix->row2_col1; row->x2 = matrix->row2_col2; row->x3 = matrix->row2_col3; return; } if (row_number == 3) { row->x1 = matrix->row3_col1; row->x2 = matrix->row3_col2; row->x3 = matrix->row3_col3; return; } row->x1 = 0.0f; row->x2 = 0.0f; row->x3 = 0.0f; } inline void bgc_fp64_matrix3x3_get_row(BGC_FP64_Vector3* row, const BGC_FP64_Matrix3x3* matrix, const int row_number) { if (row_number == 1) { row->x1 = matrix->row1_col1; row->x2 = matrix->row1_col2; row->x3 = matrix->row1_col3; return; } if (row_number == 2) { row->x1 = matrix->row2_col1; row->x2 = matrix->row2_col2; row->x3 = matrix->row2_col3; return; } if (row_number == 3) { row->x1 = matrix->row3_col1; row->x2 = matrix->row3_col2; row->x3 = matrix->row3_col3; return; } row->x1 = 0.0; row->x2 = 0.0; row->x3 = 0.0; } // ================== Set Row =================== // inline void bgc_fp32_matrix3x3_set_row(BGC_FP32_Matrix3x3* matrix, const int row_number, const BGC_FP32_Vector3* row) { if (row_number == 1) { matrix->row1_col1 = row->x1; matrix->row1_col2 = row->x2; matrix->row1_col3 = row->x3; return; } if (row_number == 2) { matrix->row2_col1 = row->x1; matrix->row2_col2 = row->x2; matrix->row2_col3 = row->x3; return; } if (row_number == 3) { matrix->row3_col1 = row->x1; matrix->row3_col2 = row->x2; matrix->row3_col3 = row->x3; } } inline void bgc_fp64_matrix3x3_set_row(BGC_FP64_Matrix3x3* matrix, const int row_number, const BGC_FP64_Vector3* row) { if (row_number == 1) { matrix->row1_col1 = row->x1; matrix->row1_col2 = row->x2; matrix->row1_col3 = row->x3; return; } if (row_number == 2) { matrix->row2_col1 = row->x1; matrix->row2_col2 = row->x2; matrix->row2_col3 = row->x3; return; } if (row_number == 3) { matrix->row3_col1 = row->x1; matrix->row3_col2 = row->x2; matrix->row3_col3 = row->x3; } } // ================= Get Column ================= // inline void bgc_fp32_matrix3x3_get_column(BGC_FP32_Vector3* column, const BGC_FP32_Matrix3x3* matrix, const int column_number) { if (column_number == 1) { column->x1 = matrix->row1_col1; column->x2 = matrix->row2_col1; column->x3 = matrix->row3_col1; return; } if (column_number == 2) { column->x1 = matrix->row1_col2; column->x2 = matrix->row2_col2; column->x3 = matrix->row3_col2; return; } if (column_number == 3) { column->x1 = matrix->row1_col3; column->x2 = matrix->row2_col3; column->x3 = matrix->row3_col3; return; } column->x1 = 0.0f; column->x2 = 0.0f; column->x3 = 0.0f; } inline void bgc_fp64_matrix3x3_get_column(BGC_FP64_Vector3* column, const BGC_FP64_Matrix3x3* matrix, const int column_number) { if (column_number == 1) { column->x1 = matrix->row1_col1; column->x2 = matrix->row2_col1; column->x3 = matrix->row3_col1; return; } if (column_number == 2) { column->x1 = matrix->row1_col2; column->x2 = matrix->row2_col2; column->x3 = matrix->row3_col2; return; } if (column_number == 3) { column->x1 = matrix->row1_col3; column->x2 = matrix->row2_col3; column->x3 = matrix->row3_col3; return; } column->x1 = 0.0; column->x2 = 0.0; column->x3 = 0.0; } // ================= Set Column ================= // inline void bgc_fp32_matrix3x3_set_column(BGC_FP32_Matrix3x3* matrix, const int column_number, const BGC_FP32_Vector3* column) { if (column_number == 1) { matrix->row1_col1 = column->x1; matrix->row2_col1 = column->x2; matrix->row3_col1 = column->x3; return; } if (column_number == 2) { matrix->row1_col2 = column->x1; matrix->row2_col2 = column->x2; matrix->row3_col2 = column->x3; return; } if (column_number == 3) { matrix->row1_col3 = column->x1; matrix->row2_col3 = column->x2; matrix->row3_col3 = column->x3; } } inline void bgc_fp64_matrix3x3_set_column(BGC_FP64_Matrix3x3* matrix, const int column_number, const BGC_FP64_Vector3* column) { if (column_number == 1) { matrix->row1_col1 = column->x1; matrix->row2_col1 = column->x2; matrix->row3_col1 = column->x3; return; } if (column_number == 2) { matrix->row1_col2 = column->x1; matrix->row2_col2 = column->x2; matrix->row3_col2 = column->x3; return; } if (column_number == 3) { matrix->row1_col3 = column->x1; matrix->row2_col3 = column->x2; matrix->row3_col3 = column->x3; } } // ==================== Add ===================== // inline void bgc_fp32_matrix3x3_add(BGC_FP32_Matrix3x3* sum, const BGC_FP32_Matrix3x3* matrix1, const BGC_FP32_Matrix3x3* matrix2) { sum->row1_col1 = matrix1->row1_col1 + matrix2->row1_col1; sum->row1_col2 = matrix1->row1_col2 + matrix2->row1_col2; sum->row1_col3 = matrix1->row1_col3 + matrix2->row1_col3; sum->row2_col1 = matrix1->row2_col1 + matrix2->row2_col1; sum->row2_col2 = matrix1->row2_col2 + matrix2->row2_col2; sum->row2_col3 = matrix1->row2_col3 + matrix2->row2_col3; sum->row3_col1 = matrix1->row3_col1 + matrix2->row3_col1; sum->row3_col2 = matrix1->row3_col2 + matrix2->row3_col2; sum->row3_col3 = matrix1->row3_col3 + matrix2->row3_col3; } inline void bgc_fp64_matrix3x3_add(BGC_FP64_Matrix3x3* sum, const BGC_FP64_Matrix3x3* matrix1, const BGC_FP64_Matrix3x3* matrix2) { sum->row1_col1 = matrix1->row1_col1 + matrix2->row1_col1; sum->row1_col2 = matrix1->row1_col2 + matrix2->row1_col2; sum->row1_col3 = matrix1->row1_col3 + matrix2->row1_col3; sum->row2_col1 = matrix1->row2_col1 + matrix2->row2_col1; sum->row2_col2 = matrix1->row2_col2 + matrix2->row2_col2; sum->row2_col3 = matrix1->row2_col3 + matrix2->row2_col3; sum->row3_col1 = matrix1->row3_col1 + matrix2->row3_col1; sum->row3_col2 = matrix1->row3_col2 + matrix2->row3_col2; sum->row3_col3 = matrix1->row3_col3 + matrix2->row3_col3; } // ================= Add scaled ================= // inline void bgc_fp32_matrix3x3_add_scaled(BGC_FP32_Matrix3x3* sum, const BGC_FP32_Matrix3x3* basic_matrix, const BGC_FP32_Matrix3x3* scalable_matrix, const float scale) { sum->row1_col1 = basic_matrix->row1_col1 + scalable_matrix->row1_col1 * scale; sum->row1_col2 = basic_matrix->row1_col2 + scalable_matrix->row1_col2 * scale; sum->row1_col3 = basic_matrix->row1_col3 + scalable_matrix->row1_col3 * scale; sum->row2_col1 = basic_matrix->row2_col1 + scalable_matrix->row2_col1 * scale; sum->row2_col2 = basic_matrix->row2_col2 + scalable_matrix->row2_col2 * scale; sum->row2_col3 = basic_matrix->row2_col3 + scalable_matrix->row2_col3 * scale; sum->row3_col1 = basic_matrix->row3_col1 + scalable_matrix->row3_col1 * scale; sum->row3_col2 = basic_matrix->row3_col2 + scalable_matrix->row3_col2 * scale; sum->row3_col3 = basic_matrix->row3_col3 + scalable_matrix->row3_col3 * scale; } inline void bgc_fp64_matrix3x3_add_scaled(BGC_FP64_Matrix3x3* sum, const BGC_FP64_Matrix3x3* basic_matrix, const BGC_FP64_Matrix3x3* scalable_matrix, const double scale) { sum->row1_col1 = basic_matrix->row1_col1 + scalable_matrix->row1_col1 * scale; sum->row1_col2 = basic_matrix->row1_col2 + scalable_matrix->row1_col2 * scale; sum->row1_col3 = basic_matrix->row1_col3 + scalable_matrix->row1_col3 * scale; sum->row2_col1 = basic_matrix->row2_col1 + scalable_matrix->row2_col1 * scale; sum->row2_col2 = basic_matrix->row2_col2 + scalable_matrix->row2_col2 * scale; sum->row2_col3 = basic_matrix->row2_col3 + scalable_matrix->row2_col3 * scale; sum->row3_col1 = basic_matrix->row3_col1 + scalable_matrix->row3_col1 * scale; sum->row3_col2 = basic_matrix->row3_col2 + scalable_matrix->row3_col2 * scale; sum->row3_col3 = basic_matrix->row3_col3 + scalable_matrix->row3_col3 * scale; } // ================== Subtract ================== // inline void bgc_fp32_matrix3x3_subtract(BGC_FP32_Matrix3x3* difference, const BGC_FP32_Matrix3x3* minuend, const BGC_FP32_Matrix3x3* subtrahend) { difference->row1_col1 = minuend->row1_col1 - subtrahend->row1_col1; difference->row1_col2 = minuend->row1_col2 - subtrahend->row1_col2; difference->row1_col3 = minuend->row1_col3 - subtrahend->row1_col3; difference->row2_col1 = minuend->row2_col1 - subtrahend->row2_col1; difference->row2_col2 = minuend->row2_col2 - subtrahend->row2_col2; difference->row2_col3 = minuend->row2_col3 - subtrahend->row2_col3; difference->row3_col1 = minuend->row3_col1 - subtrahend->row3_col1; difference->row3_col2 = minuend->row3_col2 - subtrahend->row3_col2; difference->row3_col3 = minuend->row3_col3 - subtrahend->row3_col3; } inline void bgc_fp64_matrix3x3_subtract(BGC_FP64_Matrix3x3* difference, const BGC_FP64_Matrix3x3* minuend, const BGC_FP64_Matrix3x3* subtrahend) { difference->row1_col1 = minuend->row1_col1 - subtrahend->row1_col1; difference->row1_col2 = minuend->row1_col2 - subtrahend->row1_col2; difference->row1_col3 = minuend->row1_col3 - subtrahend->row1_col3; difference->row2_col1 = minuend->row2_col1 - subtrahend->row2_col1; difference->row2_col2 = minuend->row2_col2 - subtrahend->row2_col2; difference->row2_col3 = minuend->row2_col3 - subtrahend->row2_col3; difference->row3_col1 = minuend->row3_col1 - subtrahend->row3_col1; difference->row3_col2 = minuend->row3_col2 - subtrahend->row3_col2; difference->row3_col3 = minuend->row3_col3 - subtrahend->row3_col3; } // ================== Multiply ================== // inline void bgc_fp32_matrix3x3_multiply(BGC_FP32_Matrix3x3* product, const BGC_FP32_Matrix3x3* multiplicand, const float multiplier) { product->row1_col1 = multiplicand->row1_col1 * multiplier; product->row1_col2 = multiplicand->row1_col2 * multiplier; product->row1_col3 = multiplicand->row1_col3 * multiplier; product->row2_col1 = multiplicand->row2_col1 * multiplier; product->row2_col2 = multiplicand->row2_col2 * multiplier; product->row2_col3 = multiplicand->row2_col3 * multiplier; product->row3_col1 = multiplicand->row3_col1 * multiplier; product->row3_col2 = multiplicand->row3_col2 * multiplier; product->row3_col3 = multiplicand->row3_col3 * multiplier; } inline void bgc_fp64_matrix3x3_multiply(BGC_FP64_Matrix3x3* product, const BGC_FP64_Matrix3x3* multiplicand, const double multiplier) { product->row1_col1 = multiplicand->row1_col1 * multiplier; product->row1_col2 = multiplicand->row1_col2 * multiplier; product->row1_col3 = multiplicand->row1_col3 * multiplier; product->row2_col1 = multiplicand->row2_col1 * multiplier; product->row2_col2 = multiplicand->row2_col2 * multiplier; product->row2_col3 = multiplicand->row2_col3 * multiplier; product->row3_col1 = multiplicand->row3_col1 * multiplier; product->row3_col2 = multiplicand->row3_col2 * multiplier; product->row3_col3 = multiplicand->row3_col3 * multiplier; } // =================== Divide =================== // inline void bgc_fp32_matrix3x3_divide(BGC_FP32_Matrix3x3* quotient, const BGC_FP32_Matrix3x3* dividend, const float divisor) { bgc_fp32_matrix3x3_multiply(quotient, dividend, 1.0f / divisor); } inline void bgc_fp64_matrix3x3_divide(BGC_FP64_Matrix3x3* quotient, const BGC_FP64_Matrix3x3* dividend, const double divisor) { bgc_fp64_matrix3x3_multiply(quotient, dividend, 1.0 / divisor); } // ================ Interpolate ================= // inline void bgc_fp32_matrix3x3_interpolate(BGC_FP32_Matrix3x3* interpolation, const BGC_FP32_Matrix3x3* first, const BGC_FP32_Matrix3x3* second, const float phase) { const float counter_phase = 1.0f - phase; interpolation->row1_col1 = first->row1_col1 * counter_phase + second->row1_col1 * phase; interpolation->row1_col2 = first->row1_col2 * counter_phase + second->row1_col2 * phase; interpolation->row1_col3 = first->row1_col3 * counter_phase + second->row1_col3 * phase; interpolation->row2_col1 = first->row2_col1 * counter_phase + second->row2_col1 * phase; interpolation->row2_col2 = first->row2_col2 * counter_phase + second->row2_col2 * phase; interpolation->row2_col3 = first->row2_col3 * counter_phase + second->row2_col3 * phase; interpolation->row3_col1 = first->row3_col1 * counter_phase + second->row3_col1 * phase; interpolation->row3_col2 = first->row3_col2 * counter_phase + second->row3_col2 * phase; interpolation->row3_col3 = first->row3_col3 * counter_phase + second->row3_col3 * phase; } inline void bgc_fp64_matrix3x3_interpolate(BGC_FP64_Matrix3x3* interpolation, const BGC_FP64_Matrix3x3* first, const BGC_FP64_Matrix3x3* second, const double phase) { const double counter_phase = 1.0 - phase; interpolation->row1_col1 = first->row1_col1 * counter_phase + second->row1_col1 * phase; interpolation->row1_col2 = first->row1_col2 * counter_phase + second->row1_col2 * phase; interpolation->row1_col3 = first->row1_col3 * counter_phase + second->row1_col3 * phase; interpolation->row2_col1 = first->row2_col1 * counter_phase + second->row2_col1 * phase; interpolation->row2_col2 = first->row2_col2 * counter_phase + second->row2_col2 * phase; interpolation->row2_col3 = first->row2_col3 * counter_phase + second->row2_col3 * phase; interpolation->row3_col1 = first->row3_col1 * counter_phase + second->row3_col1 * phase; interpolation->row3_col2 = first->row3_col2 * counter_phase + second->row3_col2 * phase; interpolation->row3_col3 = first->row3_col3 * counter_phase + second->row3_col3 * phase; } // ============ Left Vector Product ============= // inline void bgc_fp32_multiply_vector3_by_matrix3x3(BGC_FP32_Vector3* product, const BGC_FP32_Vector3* vector, const BGC_FP32_Matrix3x3* matrix) { const float x1 = vector->x1 * matrix->row1_col1 + vector->x2 * matrix->row2_col1 + vector->x3 * matrix->row3_col1; const float x2 = vector->x1 * matrix->row1_col2 + vector->x2 * matrix->row2_col2 + vector->x3 * matrix->row3_col2; const float x3 = vector->x1 * matrix->row1_col3 + vector->x2 * matrix->row2_col3 + vector->x3 * matrix->row3_col3; product->x1 = x1; product->x2 = x2; product->x3 = x3; } inline void bgc_fp64_multiply_vector3_by_matrix3x3(BGC_FP64_Vector3* product, const BGC_FP64_Vector3* vector, const BGC_FP64_Matrix3x3* matrix) { const double x1 = vector->x1 * matrix->row1_col1 + vector->x2 * matrix->row2_col1 + vector->x3 * matrix->row3_col1; const double x2 = vector->x1 * matrix->row1_col2 + vector->x2 * matrix->row2_col2 + vector->x3 * matrix->row3_col2; const double x3 = vector->x1 * matrix->row1_col3 + vector->x2 * matrix->row2_col3 + vector->x3 * matrix->row3_col3; product->x1 = x1; product->x2 = x2; product->x3 = x3; } // ============ Right Vector Product ============ // inline void bgc_fp32_multiply_matrix3x3_by_vector3(BGC_FP32_Vector3* product, const BGC_FP32_Matrix3x3* matrix, const BGC_FP32_Vector3* vector) { const float x1 = matrix->row1_col1 * vector->x1 + matrix->row1_col2 * vector->x2 + matrix->row1_col3 * vector->x3; const float x2 = matrix->row2_col1 * vector->x1 + matrix->row2_col2 * vector->x2 + matrix->row2_col3 * vector->x3; const float x3 = matrix->row3_col1 * vector->x1 + matrix->row3_col2 * vector->x2 + matrix->row3_col3 * vector->x3; product->x1 = x1; product->x2 = x2; product->x3 = x3; } inline void bgc_fp64_multiply_matrix3x3_by_vector3(BGC_FP64_Vector3* product, const BGC_FP64_Matrix3x3* matrix, const BGC_FP64_Vector3* vector) { const double x1 = matrix->row1_col1 * vector->x1 + matrix->row1_col2 * vector->x2 + matrix->row1_col3 * vector->x3; const double x2 = matrix->row2_col1 * vector->x1 + matrix->row2_col2 * vector->x2 + matrix->row2_col3 * vector->x3; const double x3 = matrix->row3_col1 * vector->x1 + matrix->row3_col2 * vector->x2 + matrix->row3_col3 * vector->x3; product->x1 = x1; product->x2 = x2; product->x3 = x3; } #endif