#ifndef _BGC_MATRIX3X3_H_ #define _BGC_MATRIX3X3_H_ #include "vector3.h" #include "matrixes.h" // =================== Reset ==================== // inline void bgc_matrix3x3_reset_fp32(BgcMatrix3x3FP32* matrix) { matrix->r1c1 = 0.0f; matrix->r1c2 = 0.0f; matrix->r1c3 = 0.0f; matrix->r2c1 = 0.0f; matrix->r2c2 = 0.0f; matrix->r2c3 = 0.0f; matrix->r3c1 = 0.0f; matrix->r3c2 = 0.0f; matrix->r3c3 = 0.0f; } inline void bgc_matrix3x3_reset_fp64(BgcMatrix3x3FP64* matrix) { matrix->r1c1 = 0.0; matrix->r1c2 = 0.0; matrix->r1c3 = 0.0; matrix->r2c1 = 0.0; matrix->r2c2 = 0.0; matrix->r2c3 = 0.0; matrix->r3c1 = 0.0; matrix->r3c2 = 0.0; matrix->r3c3 = 0.0; } // ================== Identity ================== // inline void bgc_matrix3x3_set_to_identity_fp32(BgcMatrix3x3FP32* matrix) { matrix->r1c1 = 1.0f; matrix->r1c2 = 0.0f; matrix->r1c3 = 0.0f; matrix->r2c1 = 0.0f; matrix->r2c2 = 1.0f; matrix->r2c3 = 0.0f; matrix->r3c1 = 0.0f; matrix->r3c2 = 0.0f; matrix->r3c3 = 1.0f; } inline void bgc_matrix3x3_set_to_identity_fp64(BgcMatrix3x3FP64* matrix) { matrix->r1c1 = 1.0; matrix->r1c2 = 0.0; matrix->r1c3 = 0.0; matrix->r2c1 = 0.0; matrix->r2c2 = 1.0; matrix->r2c3 = 0.0; matrix->r3c1 = 0.0; matrix->r3c2 = 0.0; matrix->r3c3 = 1.0; } // ================ Make Diagonal =============== // inline void bgc_matrix3x3_set_to_diagonal_fp32(const float d1, const float d2, const float d3, BgcMatrix3x3FP32* matrix) { matrix->r1c1 = d1; matrix->r1c2 = 0.0f; matrix->r1c3 = 0.0f; matrix->r2c1 = 0.0f; matrix->r2c2 = d2; matrix->r2c3 = 0.0f; matrix->r3c1 = 0.0f; matrix->r3c2 = 0.0f; matrix->r3c3 = d2; } inline void bgc_matrix3x3_set_to_diagonal_fp64(const double d1, const double d2, const double d3, BgcMatrix3x3FP64* matrix) { matrix->r1c1 = d1; matrix->r1c2 = 0.0; matrix->r1c3 = 0.0; matrix->r2c1 = 0.0; matrix->r2c2 = d2; matrix->r2c3 = 0.0; matrix->r3c1 = 0.0; matrix->r3c2 = 0.0; matrix->r3c3 = d2; } // ==================== Copy ==================== // inline void bgc_matrix3x3_copy_fp32(const BgcMatrix3x3FP32* from, BgcMatrix3x3FP32* to) { to->r1c1 = from->r1c1; to->r1c2 = from->r1c2; to->r1c3 = from->r1c3; to->r2c1 = from->r2c1; to->r2c2 = from->r2c2; to->r2c3 = from->r2c3; to->r3c1 = from->r3c1; to->r3c2 = from->r3c2; to->r3c3 = from->r3c3; } inline void bgc_matrix3x3_copy_fp64(const BgcMatrix3x3FP64* from, BgcMatrix3x3FP64* to) { to->r1c1 = from->r1c1; to->r1c2 = from->r1c2; to->r1c3 = from->r1c3; to->r2c1 = from->r2c1; to->r2c2 = from->r2c2; to->r2c3 = from->r2c3; to->r3c1 = from->r3c1; to->r3c2 = from->r3c2; to->r3c3 = from->r3c3; } // ==================== Swap ==================== // inline void bgc_matrix3x3_swap_fp32(BgcMatrix3x3FP32* matrix1, BgcMatrix3x3FP32* matrix2) { const float r1c1 = matrix2->r1c1; const float r1c2 = matrix2->r1c2; const float r1c3 = matrix2->r1c3; const float r2c1 = matrix2->r2c1; const float r2c2 = matrix2->r2c2; const float r2c3 = matrix2->r2c3; const float r3c1 = matrix2->r3c1; const float r3c2 = matrix2->r3c2; const float r3c3 = matrix2->r3c3; matrix2->r1c1 = matrix1->r1c1; matrix2->r1c2 = matrix1->r1c2; matrix2->r1c3 = matrix1->r1c3; matrix2->r2c1 = matrix1->r2c1; matrix2->r2c2 = matrix1->r2c2; matrix2->r2c3 = matrix1->r2c3; matrix2->r3c1 = matrix1->r3c1; matrix2->r3c2 = matrix1->r3c2; matrix2->r3c3 = matrix1->r3c3; matrix1->r1c1 = r1c1; matrix1->r1c2 = r1c2; matrix1->r1c3 = r1c3; matrix1->r2c1 = r2c1; matrix1->r2c2 = r2c2; matrix1->r2c3 = r2c3; matrix1->r3c1 = r3c1; matrix1->r3c2 = r3c2; matrix1->r3c3 = r3c3; } inline void bgc_matrix3x3_swap_fp64(BgcMatrix3x3FP64* matrix1, BgcMatrix3x3FP64* matrix2) { const double r1c1 = matrix2->r1c1; const double r1c2 = matrix2->r1c2; const double r1c3 = matrix2->r1c3; const double r2c1 = matrix2->r2c1; const double r2c2 = matrix2->r2c2; const double r2c3 = matrix2->r2c3; const double r3c1 = matrix2->r3c1; const double r3c2 = matrix2->r3c2; const double r3c3 = matrix2->r3c3; matrix2->r1c1 = matrix1->r1c1; matrix2->r1c2 = matrix1->r1c2; matrix2->r1c3 = matrix1->r1c3; matrix2->r2c1 = matrix1->r2c1; matrix2->r2c2 = matrix1->r2c2; matrix2->r2c3 = matrix1->r2c3; matrix2->r3c1 = matrix1->r3c1; matrix2->r3c2 = matrix1->r3c2; matrix2->r3c3 = matrix1->r3c3; matrix1->r1c1 = r1c1; matrix1->r1c2 = r1c2; matrix1->r1c3 = r1c3; matrix1->r2c1 = r2c1; matrix1->r2c2 = r2c2; matrix1->r2c3 = r2c3; matrix1->r3c1 = r3c1; matrix1->r3c2 = r3c2; matrix1->r3c3 = r3c3; } // ============= Set from twin type ============= // inline void bgc_matrix3x3_convert_fp64_to_fp32(const BgcMatrix3x3FP64* from, BgcMatrix3x3FP32* to) { to->r1c1 = (float) from->r1c1; to->r1c2 = (float) from->r1c2; to->r1c3 = (float) from->r1c3; to->r2c1 = (float) from->r2c1; to->r2c2 = (float) from->r2c2; to->r2c3 = (float) from->r2c3; to->r3c1 = (float) from->r3c1; to->r3c2 = (float) from->r3c2; to->r3c3 = (float) from->r3c3; } inline void bgc_matrix3x3_convert_fp32_to_fp64(const BgcMatrix3x3FP32* from, BgcMatrix3x3FP64* to) { to->r1c1 = from->r1c1; to->r1c2 = from->r1c2; to->r1c3 = from->r1c3; to->r2c1 = from->r2c1; to->r2c2 = from->r2c2; to->r2c3 = from->r2c3; to->r3c1 = from->r3c1; to->r3c2 = from->r3c2; to->r3c3 = from->r3c3; } // ================ Determinant ================= // inline float bgc_matrix3x3_get_determinant_fp32(const BgcMatrix3x3FP32* matrix) { return matrix->r1c1 * (matrix->r2c2 * matrix->r3c3 - matrix->r2c3 * matrix->r3c2) + matrix->r1c2 * (matrix->r2c3 * matrix->r3c1 - matrix->r2c1 * matrix->r3c3) + matrix->r1c3 * (matrix->r2c1 * matrix->r3c2 - matrix->r2c2 * matrix->r3c1); } inline double bgc_matrix3x3_get_determinant_fp64(const BgcMatrix3x3FP64* matrix) { return matrix->r1c1 * (matrix->r2c2 * matrix->r3c3 - matrix->r2c3 * matrix->r3c2) + matrix->r1c2 * (matrix->r2c3 * matrix->r3c1 - matrix->r2c1 * matrix->r3c3) + matrix->r1c3 * (matrix->r2c1 * matrix->r3c2 - matrix->r2c2 * matrix->r3c1); } // ================== Singular ================== // inline int bgc_matrix3x3_is_singular_fp32(const BgcMatrix3x3FP32* matrix) { return bgc_is_zero_fp32(bgc_matrix3x3_get_determinant_fp32(matrix)); } inline int bgc_matrix3x3_is_singular_fp64(const BgcMatrix3x3FP64* matrix) { return bgc_is_zero_fp64(bgc_matrix3x3_get_determinant_fp64(matrix)); } // ================= Inversion ================== // int bgc_matrix3x3_invert_fp32(BgcMatrix3x3FP32* matrix); int bgc_matrix3x3_invert_fp64(BgcMatrix3x3FP64* matrix); // =============== Transposition ================ // inline void bgc_matrix3x3_transpose_fp32(BgcMatrix3x3FP32* matrix) { float tmp = matrix->r1c2; matrix->r1c2 = matrix->r2c1; matrix->r2c1 = tmp; tmp = matrix->r1c3; matrix->r1c3 = matrix->r3c1; matrix->r3c1 = tmp; tmp = matrix->r2c3; matrix->r2c3 = matrix->r3c2; matrix->r3c2 = tmp; } inline void bgc_matrix3x3_transpose_fp64(BgcMatrix3x3FP64* matrix) { double tmp = matrix->r1c2; matrix->r1c2 = matrix->r2c1; matrix->r2c1 = tmp; tmp = matrix->r1c3; matrix->r1c3 = matrix->r3c1; matrix->r3c1 = tmp; tmp = matrix->r2c3; matrix->r2c3 = matrix->r3c2; matrix->r3c2 = tmp; } // ================ Make Inverted =============== // int bgc_matrix3x3_set_inverted_fp32(const BgcMatrix3x3FP32* matrix, BgcMatrix3x3FP32* result); int bgc_matrix3x3_set_inverted_fp64(const BgcMatrix3x3FP64* matrix, BgcMatrix3x3FP64* result); // =============== Make Transposed ============== // inline void bgc_matrix3x3_set_transposed_fp32(const BgcMatrix3x3FP32* matrix, BgcMatrix3x3FP32* result) { if (matrix == result) { bgc_matrix3x3_transpose_fp32(result); return; } result->r1c1 = matrix->r1c1; result->r1c2 = matrix->r2c1; result->r1c3 = matrix->r3c1; result->r2c1 = matrix->r1c2; result->r2c2 = matrix->r2c2; result->r2c3 = matrix->r3c2; result->r3c1 = matrix->r1c3; result->r3c2 = matrix->r2c3; result->r3c3 = matrix->r3c3; } inline void bgc_matrix3x3_set_transposed_fp64(const BgcMatrix3x3FP64* matrix, BgcMatrix3x3FP64* result) { if (matrix == result) { bgc_matrix3x3_transpose_fp64(result); return; } result->r1c1 = matrix->r1c1; result->r1c2 = matrix->r2c1; result->r1c3 = matrix->r3c1; result->r2c1 = matrix->r1c2; result->r2c2 = matrix->r2c2; result->r2c3 = matrix->r3c2; result->r3c1 = matrix->r1c3; result->r3c2 = matrix->r2c3; result->r3c3 = matrix->r3c3; } // ================= Set Row 1 ================== // inline void bgc_matrix3x3_set_row1_fp32(const float c1, const float c2, const float c3, BgcMatrix3x3FP32* matrix) { matrix->r1c1 = c1; matrix->r1c2 = c2; matrix->r1c3 = c3; } inline void bgc_matrix3x3_set_row1_fp64(const double c1, const double c2, const double c3, BgcMatrix3x3FP64* matrix) { matrix->r1c1 = c1; matrix->r1c2 = c2; matrix->r1c3 = c3; } // ================= Set Row 2 ================== // inline void bgc_matrix3x3_set_row2_fp32(const float c1, const float c2, const float c3, BgcMatrix3x3FP32* matrix) { matrix->r2c1 = c1; matrix->r2c2 = c2; matrix->r2c3 = c3; } inline void bgc_matrix3x3_set_row2_fp64(const double c1, const double c2, const double c3, BgcMatrix3x3FP64* matrix) { matrix->r2c1 = c1; matrix->r2c2 = c2; matrix->r2c3 = c3; } // ================= Set Row 3 ================== // inline void bgc_matrix3x3_set_row3_fp32(const float c1, const float c2, const float c3, BgcMatrix3x3FP32* matrix) { matrix->r3c1 = c1; matrix->r3c2 = c2; matrix->r3c3 = c3; } inline void bgc_matrix3x3_set_row3_fp64(const double c1, const double c2, const double c3, BgcMatrix3x3FP64* matrix) { matrix->r3c1 = c1; matrix->r3c2 = c2; matrix->r3c3 = c3; } // ================ Set Column 1 ================ // inline void bgc_matrix3x3_set_column1_fp32(const float r1, const float r2, const float r3, BgcMatrix3x3FP32* matrix) { matrix->r1c1 = r1; matrix->r2c1 = r2; matrix->r3c1 = r3; } inline void bgc_matrix3x3_set_column1_fp64(const double r1, const double r2, const double r3, BgcMatrix3x3FP64* matrix) { matrix->r1c1 = r1; matrix->r2c1 = r2; matrix->r3c1 = r3; } // ================ Set Column 2 ================ // inline void bgc_matrix3x3_set_column2_fp32(const float r1, const float r2, const float r3, BgcMatrix3x3FP32* matrix) { matrix->r1c2 = r1; matrix->r2c2 = r2; matrix->r3c2 = r3; } inline void bgc_matrix3x3_set_column2_fp64(const double r1, const double r2, const double r3, BgcMatrix3x3FP64* matrix) { matrix->r1c2 = r1; matrix->r2c2 = r2; matrix->r3c2 = r3; } // ================ Set Column 3 ================ // inline void bgc_matrix3x3_set_column3_fp32(const float r1, const float r2, const float r3, BgcMatrix3x3FP32* matrix) { matrix->r1c3 = r1; matrix->r2c3 = r2; matrix->r3c3 = r3; } inline void bgc_matrix3x3_set_column3_fp64(const double r1, const double r2, const double r3, BgcMatrix3x3FP64* matrix) { matrix->r1c3 = r1; matrix->r2c3 = r2; matrix->r3c3 = r3; } // ================== Addition ================== // inline void bgc_matrix3x3_add_fp32(const BgcMatrix3x3FP32* matrix1, const BgcMatrix3x3FP32* matrix2, BgcMatrix3x3FP32* sum) { sum->r1c1 = matrix1->r1c1 + matrix2->r1c1; sum->r1c2 = matrix1->r1c2 + matrix2->r1c2; sum->r1c3 = matrix1->r1c3 + matrix2->r1c3; sum->r2c1 = matrix1->r2c1 + matrix2->r2c1; sum->r2c2 = matrix1->r2c2 + matrix2->r2c2; sum->r2c3 = matrix1->r2c3 + matrix2->r2c3; sum->r3c1 = matrix1->r3c1 + matrix2->r3c1; sum->r3c2 = matrix1->r3c2 + matrix2->r3c2; sum->r3c3 = matrix1->r3c3 + matrix2->r3c3; } inline void bgc_matrix3x3_add_fp64(const BgcMatrix3x3FP64* matrix1, const BgcMatrix3x3FP64* matrix2, BgcMatrix3x3FP64* sum) { sum->r1c1 = matrix1->r1c1 + matrix2->r1c1; sum->r1c2 = matrix1->r1c2 + matrix2->r1c2; sum->r1c3 = matrix1->r1c3 + matrix2->r1c3; sum->r2c1 = matrix1->r2c1 + matrix2->r2c1; sum->r2c2 = matrix1->r2c2 + matrix2->r2c2; sum->r2c3 = matrix1->r2c3 + matrix2->r2c3; sum->r3c1 = matrix1->r3c1 + matrix2->r3c1; sum->r3c2 = matrix1->r3c2 + matrix2->r3c2; sum->r3c3 = matrix1->r3c3 + matrix2->r3c3; } // ================= Add scaled ================= // inline void bgc_matrix3x3_add_scaled_fp32(const BgcMatrix3x3FP32* basic_matrix, const BgcMatrix3x3FP32* scalable_matrix, const float scale, BgcMatrix3x3FP32* sum) { sum->r1c1 = basic_matrix->r1c1 + scalable_matrix->r1c1 * scale; sum->r1c2 = basic_matrix->r1c2 + scalable_matrix->r1c2 * scale; sum->r1c3 = basic_matrix->r1c3 + scalable_matrix->r1c3 * scale; sum->r2c1 = basic_matrix->r2c1 + scalable_matrix->r2c1 * scale; sum->r2c2 = basic_matrix->r2c2 + scalable_matrix->r2c2 * scale; sum->r2c3 = basic_matrix->r2c3 + scalable_matrix->r2c3 * scale; sum->r3c1 = basic_matrix->r3c1 + scalable_matrix->r3c1 * scale; sum->r3c2 = basic_matrix->r3c2 + scalable_matrix->r3c2 * scale; sum->r3c3 = basic_matrix->r3c3 + scalable_matrix->r3c3 * scale; } inline void bgc_matrix3x3_add_scaled_fp64(const BgcMatrix3x3FP64* basic_matrix, const BgcMatrix3x3FP64* scalable_matrix, const double scale, BgcMatrix3x3FP64* sum) { sum->r1c1 = basic_matrix->r1c1 + scalable_matrix->r1c1 * scale; sum->r1c2 = basic_matrix->r1c2 + scalable_matrix->r1c2 * scale; sum->r1c3 = basic_matrix->r1c3 + scalable_matrix->r1c3 * scale; sum->r2c1 = basic_matrix->r2c1 + scalable_matrix->r2c1 * scale; sum->r2c2 = basic_matrix->r2c2 + scalable_matrix->r2c2 * scale; sum->r2c3 = basic_matrix->r2c3 + scalable_matrix->r2c3 * scale; sum->r3c1 = basic_matrix->r3c1 + scalable_matrix->r3c1 * scale; sum->r3c2 = basic_matrix->r3c2 + scalable_matrix->r3c2 * scale; sum->r3c3 = basic_matrix->r3c3 + scalable_matrix->r3c3 * scale; } // ================ Subtraction ================= // inline void bgc_matrix3x3_subtract_fp32(const BgcMatrix3x3FP32* minuend, const BgcMatrix3x3FP32* subtrahend, BgcMatrix3x3FP32* difference) { difference->r1c1 = minuend->r1c1 - subtrahend->r1c1; difference->r1c2 = minuend->r1c2 - subtrahend->r1c2; difference->r1c3 = minuend->r1c3 - subtrahend->r1c3; difference->r2c1 = minuend->r2c1 - subtrahend->r2c1; difference->r2c2 = minuend->r2c2 - subtrahend->r2c2; difference->r2c3 = minuend->r2c3 - subtrahend->r2c3; difference->r3c1 = minuend->r3c1 - subtrahend->r3c1; difference->r3c2 = minuend->r3c2 - subtrahend->r3c2; difference->r3c3 = minuend->r3c3 - subtrahend->r3c3; } inline void bgc_matrix3x3_subtract_fp64(const BgcMatrix3x3FP64* minuend, const BgcMatrix3x3FP64* subtrahend, BgcMatrix3x3FP64* difference) { difference->r1c1 = minuend->r1c1 - subtrahend->r1c1; difference->r1c2 = minuend->r1c2 - subtrahend->r1c2; difference->r1c3 = minuend->r1c3 - subtrahend->r1c3; difference->r2c1 = minuend->r2c1 - subtrahend->r2c1; difference->r2c2 = minuend->r2c2 - subtrahend->r2c2; difference->r2c3 = minuend->r2c3 - subtrahend->r2c3; difference->r3c1 = minuend->r3c1 - subtrahend->r3c1; difference->r3c2 = minuend->r3c2 - subtrahend->r3c2; difference->r3c3 = minuend->r3c3 - subtrahend->r3c3; } // =============== Multiplication =============== // inline void bgc_matrix3x3_multiply_fp32(const BgcMatrix3x3FP32* multiplicand, const float multiplier, BgcMatrix3x3FP32* product) { product->r1c1 = multiplicand->r1c1 * multiplier; product->r1c2 = multiplicand->r1c2 * multiplier; product->r1c3 = multiplicand->r1c3 * multiplier; product->r2c1 = multiplicand->r2c1 * multiplier; product->r2c2 = multiplicand->r2c2 * multiplier; product->r2c3 = multiplicand->r2c3 * multiplier; product->r3c1 = multiplicand->r3c1 * multiplier; product->r3c2 = multiplicand->r3c2 * multiplier; product->r3c3 = multiplicand->r3c3 * multiplier; } inline void bgc_matrix3x3_multiply_fp64(const BgcMatrix3x3FP64* multiplicand, const double multiplier, BgcMatrix3x3FP64* product) { product->r1c1 = multiplicand->r1c1 * multiplier; product->r1c2 = multiplicand->r1c2 * multiplier; product->r1c3 = multiplicand->r1c3 * multiplier; product->r2c1 = multiplicand->r2c1 * multiplier; product->r2c2 = multiplicand->r2c2 * multiplier; product->r2c3 = multiplicand->r2c3 * multiplier; product->r3c1 = multiplicand->r3c1 * multiplier; product->r3c2 = multiplicand->r3c2 * multiplier; product->r3c3 = multiplicand->r3c3 * multiplier; } // ================== Division ================== // inline void bgc_matrix3x3_divide_fp32(const BgcMatrix3x3FP32* dividend, const float divisor, BgcMatrix3x3FP32* quotient) { bgc_matrix3x3_multiply_fp32(dividend, 1.0f / divisor, quotient); } inline void bgc_matrix3x3_divide_fp64(const BgcMatrix3x3FP64* dividend, const double divisor, BgcMatrix3x3FP64* quotient) { bgc_matrix3x3_multiply_fp64(dividend, 1.0 / divisor, quotient); } // ============ Left Vector Product ============= // inline void bgc_matrix3x3_left_product_fp32(const BgcVector3FP32* vector, const BgcMatrix3x3FP32* matrix, BgcVector3FP32* result) { const float x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1 + vector->x3 * matrix->r3c1; const float x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2 + vector->x3 * matrix->r3c2; const float x3 = vector->x1 * matrix->r1c3 + vector->x2 * matrix->r2c3 + vector->x3 * matrix->r3c3; result->x1 = x1; result->x2 = x2; result->x3 = x3; } inline void bgc_matrix3x3_left_product_fp64(const BgcVector3FP64* vector, const BgcMatrix3x3FP64* matrix, BgcVector3FP64* result) { const double x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1 + vector->x3 * matrix->r3c1; const double x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2 + vector->x3 * matrix->r3c2; const double x3 = vector->x1 * matrix->r1c3 + vector->x2 * matrix->r2c3 + vector->x3 * matrix->r3c3; result->x1 = x1; result->x2 = x2; result->x3 = x3; } // ============ Right Vector Product ============ // inline void bgc_matrix3x3_right_product_fp32(const BgcMatrix3x3FP32* matrix, const BgcVector3FP32* vector, BgcVector3FP32* result) { 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; result->x1 = x1; result->x2 = x2; result->x3 = x3; } inline void bgc_matrix3x3_right_product_fp64(const BgcMatrix3x3FP64* matrix, const BgcVector3FP64* vector, BgcVector3FP64* result) { 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; result->x1 = x1; result->x2 = x2; result->x3 = x3; } #endif