516 lines
16 KiB
C
516 lines
16 KiB
C
#ifndef _BGC_MATRIX3X2_H_INCLUDED_
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#define _BGC_MATRIX3X2_H_INCLUDED_
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#include "vector2.h"
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#include "vector3.h"
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#include "matrices.h"
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// =================== Reset ==================== //
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inline void bgc_fp32_matrix3x2_reset(BGC_FP32_Matrix3x2* matrix)
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{
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matrix->r1c1 = 0.0f;
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matrix->r1c2 = 0.0f;
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matrix->r1c3 = 0.0f;
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matrix->r2c1 = 0.0f;
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matrix->r2c2 = 0.0f;
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matrix->r2c3 = 0.0f;
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}
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inline void bgc_fp64_matrix3x2_reset(BGC_FP64_Matrix3x2* matrix)
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{
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matrix->r1c1 = 0.0;
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matrix->r1c2 = 0.0;
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matrix->r1c3 = 0.0;
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matrix->r2c1 = 0.0;
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matrix->r2c2 = 0.0;
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matrix->r2c3 = 0.0;
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}
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// ==================== Copy ==================== //
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inline void bgc_fp32_matrix3x2_copy(BGC_FP32_Matrix3x2* destination, const BGC_FP32_Matrix3x2* source)
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{
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destination->r1c1 = source->r1c1;
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destination->r1c2 = source->r1c2;
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destination->r1c3 = source->r1c3;
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destination->r2c1 = source->r2c1;
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destination->r2c2 = source->r2c2;
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destination->r2c3 = source->r2c3;
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}
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inline void bgc_fp64_matrix3x2_copy(BGC_FP64_Matrix3x2* destination, const BGC_FP64_Matrix3x2* source)
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{
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destination->r1c1 = source->r1c1;
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destination->r1c2 = source->r1c2;
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destination->r1c3 = source->r1c3;
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destination->r2c1 = source->r2c1;
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destination->r2c2 = source->r2c2;
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destination->r2c3 = source->r2c3;
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}
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// ==================== Swap ==================== //
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inline void bgc_fp32_matrix3x2_swap(BGC_FP32_Matrix3x2* matrix1, BGC_FP32_Matrix3x2* matrix2)
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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 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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matrix2->r1c1 = matrix1->r1c1;
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matrix2->r1c2 = matrix1->r1c2;
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matrix2->r1c3 = matrix1->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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matrix1->r1c1 = r1c1;
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matrix1->r1c2 = r1c2;
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matrix1->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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}
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inline void bgc_fp64_matrix3x2_swap(BGC_FP64_Matrix3x2* matrix1, BGC_FP64_Matrix3x2* matrix2)
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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 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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matrix2->r1c1 = matrix1->r1c1;
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matrix2->r1c2 = matrix1->r1c2;
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matrix2->r1c3 = matrix1->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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matrix1->r1c1 = r1c1;
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matrix1->r1c2 = r1c2;
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matrix1->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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}
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// ================== Convert =================== //
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inline void bgc_fp64_matrix3x2_convert_to_fp32(BGC_FP32_Matrix3x2* destination, const BGC_FP64_Matrix3x2* source)
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{
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destination->r1c1 = (float)source->r1c1;
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destination->r1c2 = (float)source->r1c2;
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destination->r1c3 = (float)source->r1c3;
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destination->r2c1 = (float)source->r2c1;
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destination->r2c2 = (float)source->r2c2;
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destination->r2c3 = (float)source->r2c3;
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}
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inline void bgc_fp32_matrix3x2_convert_to_fp64(BGC_FP64_Matrix3x2* destination, const BGC_FP32_Matrix3x2* source)
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{
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destination->r1c1 = source->r1c1;
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destination->r1c2 = source->r1c2;
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destination->r1c3 = source->r1c3;
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destination->r2c1 = source->r2c1;
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destination->r2c2 = source->r2c2;
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destination->r2c3 = source->r2c3;
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}
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// ================= Transpose ================== //
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inline void bgc_fp32_matrix3x2_get_transposed(BGC_FP32_Matrix3x2* transposed, const BGC_FP32_Matrix2x3* matrix)
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{
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transposed->r1c1 = matrix->r1c1;
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transposed->r1c2 = matrix->r2c1;
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transposed->r1c3 = matrix->r3c1;
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transposed->r2c1 = matrix->r1c2;
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transposed->r2c2 = matrix->r2c2;
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transposed->r2c3 = matrix->r3c2;
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}
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inline void bgc_fp64_matrix3x2_get_transposed(BGC_FP64_Matrix3x2* transposed, const BGC_FP64_Matrix2x3* matrix)
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{
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transposed->r1c1 = matrix->r1c1;
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transposed->r1c2 = matrix->r2c1;
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transposed->r1c3 = matrix->r3c1;
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transposed->r2c1 = matrix->r1c2;
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transposed->r2c2 = matrix->r2c2;
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transposed->r2c3 = matrix->r3c2;
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}
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// ================== Get Row =================== //
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inline void bgc_fp32_matrix3x2_get_row(BGC_FP32_Vector3* row, const BGC_FP32_Matrix3x2* 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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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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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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}
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inline void bgc_fp64_matrix3x2_get_row(BGC_FP64_Vector3* row, const BGC_FP64_Matrix3x2* 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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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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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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}
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// ================== Set Row =================== //
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inline void bgc_fp32_matrix3x2_set_row(BGC_FP32_Matrix3x2* matrix, const int row_number, const BGC_FP32_Vector3* row)
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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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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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}
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}
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inline void bgc_fp64_matrix3x2_set_row(BGC_FP64_Matrix3x2* matrix, const int row_number, const BGC_FP64_Vector3* row)
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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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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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}
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}
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// ================= Get Column ================= //
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inline void bgc_fp32_matrix3x2_get_column(BGC_FP32_Vector2* column, const BGC_FP32_Matrix3x2* 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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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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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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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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}
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inline void bgc_fp64_matrix3x2_get_column(BGC_FP64_Vector2* column, const BGC_FP64_Matrix3x2* 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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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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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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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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}
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// ================= Set Column ================= //
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inline void bgc_fp32_matrix3x2_set_column(BGC_FP32_Matrix3x2* matrix, const int column_number, const BGC_FP32_Vector2* column)
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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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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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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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}
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}
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inline void bgc_fp64_matrix3x2_set_column(BGC_FP64_Matrix3x2* matrix, const int column_number, const BGC_FP64_Vector2* column)
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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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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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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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}
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}
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// ==================== Add ===================== //
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inline void bgc_fp32_matrix3x2_add(BGC_FP32_Matrix3x2* sum, const BGC_FP32_Matrix3x2* matrix1, const BGC_FP32_Matrix3x2* matrix2)
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{
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sum->r1c1 = matrix1->r1c1 + matrix2->r1c1;
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sum->r1c2 = matrix1->r1c2 + matrix2->r1c2;
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sum->r1c3 = matrix1->r1c3 + matrix2->r1c3;
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sum->r2c1 = matrix1->r2c1 + matrix2->r2c1;
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sum->r2c2 = matrix1->r2c2 + matrix2->r2c2;
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sum->r2c3 = matrix1->r2c3 + matrix2->r2c3;
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}
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inline void bgc_fp64_matrix3x2_add(BGC_FP64_Matrix3x2* sum, const BGC_FP64_Matrix3x2* matrix1, const BGC_FP64_Matrix3x2* matrix2)
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{
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sum->r1c1 = matrix1->r1c1 + matrix2->r1c1;
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sum->r1c2 = matrix1->r1c2 + matrix2->r1c2;
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sum->r1c3 = matrix1->r1c3 + matrix2->r1c3;
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sum->r2c1 = matrix1->r2c1 + matrix2->r2c1;
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sum->r2c2 = matrix1->r2c2 + matrix2->r2c2;
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sum->r2c3 = matrix1->r2c3 + matrix2->r2c3;
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}
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// ================= Add scaled ================= //
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inline void bgc_fp32_matrix3x2_add_scaled(BGC_FP32_Matrix3x2* sum, const BGC_FP32_Matrix3x2* basic_matrix, const BGC_FP32_Matrix3x2* scalable_matrix, const float scale)
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{
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sum->r1c1 = basic_matrix->r1c1 + scalable_matrix->r1c1 * scale;
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sum->r1c2 = basic_matrix->r1c2 + scalable_matrix->r1c2 * scale;
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sum->r1c3 = basic_matrix->r1c3 + scalable_matrix->r1c3 * scale;
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sum->r2c1 = basic_matrix->r2c1 + scalable_matrix->r2c1 * scale;
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sum->r2c2 = basic_matrix->r2c2 + scalable_matrix->r2c2 * scale;
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sum->r2c3 = basic_matrix->r2c3 + scalable_matrix->r2c3 * scale;
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}
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inline void bgc_fp64_matrix3x2_add_scaled(BGC_FP64_Matrix3x2* sum, const BGC_FP64_Matrix3x2* basic_matrix, const BGC_FP64_Matrix3x2* scalable_matrix, const double scale)
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{
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sum->r1c1 = basic_matrix->r1c1 + scalable_matrix->r1c1 * scale;
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sum->r1c2 = basic_matrix->r1c2 + scalable_matrix->r1c2 * scale;
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sum->r1c3 = basic_matrix->r1c3 + scalable_matrix->r1c3 * scale;
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sum->r2c1 = basic_matrix->r2c1 + scalable_matrix->r2c1 * scale;
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sum->r2c2 = basic_matrix->r2c2 + scalable_matrix->r2c2 * scale;
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sum->r2c3 = basic_matrix->r2c3 + scalable_matrix->r2c3 * scale;
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}
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// ================== Subtract ================== //
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inline void bgc_fp32_matrix3x2_subtract(BGC_FP32_Matrix3x2* difference, const BGC_FP32_Matrix3x2* minuend, const BGC_FP32_Matrix3x2* subtrahend)
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{
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difference->r1c1 = minuend->r1c1 - subtrahend->r1c1;
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difference->r1c2 = minuend->r1c2 - subtrahend->r1c2;
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difference->r1c3 = minuend->r1c3 - subtrahend->r1c3;
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difference->r2c1 = minuend->r2c1 - subtrahend->r2c1;
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difference->r2c2 = minuend->r2c2 - subtrahend->r2c2;
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difference->r2c3 = minuend->r2c3 - subtrahend->r2c3;
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}
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inline void bgc_fp64_matrix3x2_subtract(BGC_FP64_Matrix3x2* difference, const BGC_FP64_Matrix3x2* minuend, const BGC_FP64_Matrix3x2* subtrahend)
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{
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difference->r1c1 = minuend->r1c1 - subtrahend->r1c1;
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difference->r1c2 = minuend->r1c2 - subtrahend->r1c2;
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difference->r1c3 = minuend->r1c3 - subtrahend->r1c3;
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difference->r2c1 = minuend->r2c1 - subtrahend->r2c1;
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difference->r2c2 = minuend->r2c2 - subtrahend->r2c2;
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difference->r2c3 = minuend->r2c3 - subtrahend->r2c3;
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}
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// ================== Multiply ================== //
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inline void bgc_fp32_matrix3x2_multiply(BGC_FP32_Matrix3x2* product, const BGC_FP32_Matrix3x2* multiplicand, const float multiplier)
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{
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product->r1c1 = multiplicand->r1c1 * multiplier;
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product->r1c2 = multiplicand->r1c2 * multiplier;
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product->r1c3 = multiplicand->r1c3 * multiplier;
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product->r2c1 = multiplicand->r2c1 * multiplier;
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product->r2c2 = multiplicand->r2c2 * multiplier;
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product->r2c3 = multiplicand->r2c3 * multiplier;
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}
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inline void bgc_fp64_matrix3x2_multiply(BGC_FP64_Matrix3x2* product, const BGC_FP64_Matrix3x2* multiplicand, const double multiplier)
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{
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product->r1c1 = multiplicand->r1c1 * multiplier;
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product->r1c2 = multiplicand->r1c2 * multiplier;
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product->r1c3 = multiplicand->r1c3 * multiplier;
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product->r2c1 = multiplicand->r2c1 * multiplier;
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product->r2c2 = multiplicand->r2c2 * multiplier;
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product->r2c3 = multiplicand->r2c3 * multiplier;
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}
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// =================== Divide =================== //
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inline void bgc_fp32_matrix3x2_divide(BGC_FP32_Matrix3x2* quotient, const BGC_FP32_Matrix3x2* dividend, const float divisor)
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{
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bgc_fp32_matrix3x2_multiply(quotient, dividend, 1.0f / divisor);
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}
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inline void bgc_fp64_matrix3x2_divide(BGC_FP64_Matrix3x2* quotient, const BGC_FP64_Matrix3x2* dividend, const double divisor)
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{
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bgc_fp64_matrix3x2_multiply(quotient, dividend, 1.0 / divisor);
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}
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// ================ Interpolate ================= //
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inline void bgc_fp32_matrix3x2_interpolate(BGC_FP32_Matrix3x2* interpolation, const BGC_FP32_Matrix3x2* first, const BGC_FP32_Matrix3x2* second, const float phase)
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{
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const float couter_phase = 1.0f - phase;
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interpolation->r1c1 = first->r1c1 * couter_phase + second->r1c1 * phase;
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interpolation->r1c2 = first->r1c2 * couter_phase + second->r1c2 * phase;
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interpolation->r1c3 = first->r1c3 * couter_phase + second->r1c3 * phase;
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interpolation->r2c1 = first->r2c1 * couter_phase + second->r2c1 * phase;
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interpolation->r2c2 = first->r2c2 * couter_phase + second->r2c2 * phase;
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interpolation->r2c3 = first->r2c3 * couter_phase + second->r2c3 * phase;
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}
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inline void bgc_fp64_matrix3x2_interpolate(BGC_FP64_Matrix3x2* interpolation, const BGC_FP64_Matrix3x2* first, const BGC_FP64_Matrix3x2* second, const double phase)
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{
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const double couter_phase = 1.0 - phase;
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interpolation->r1c1 = first->r1c1 * couter_phase + second->r1c1 * phase;
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interpolation->r1c2 = first->r1c2 * couter_phase + second->r1c2 * phase;
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interpolation->r1c3 = first->r1c3 * couter_phase + second->r1c3 * phase;
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interpolation->r2c1 = first->r2c1 * couter_phase + second->r2c1 * phase;
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interpolation->r2c2 = first->r2c2 * couter_phase + second->r2c2 * phase;
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interpolation->r2c3 = first->r2c3 * couter_phase + second->r2c3 * phase;
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}
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// ============ Left Vector Product ============= //
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inline void bgc_fp32_multiply_vector2_by_matrix3x2(BGC_FP32_Vector3* product, const BGC_FP32_Vector2* vector, const BGC_FP32_Matrix3x2* matrix)
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{
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product->x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1;
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product->x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2;
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product->x3 = vector->x1 * matrix->r1c3 + vector->x2 * matrix->r2c3;
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}
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inline void bgc_fp64_multiply_vector2_by_matrix3x2(BGC_FP64_Vector3* product, const BGC_FP64_Vector2* vector, const BGC_FP64_Matrix3x2* matrix)
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{
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product->x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1;
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product->x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2;
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product->x3 = vector->x1 * matrix->r1c3 + vector->x2 * matrix->r2c3;
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}
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// ============ Right Vector Product ============ //
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inline void bgc_fp32_multiply_matrix3x2_by_vector3(BGC_FP32_Vector2* product, const BGC_FP32_Matrix3x2* matrix, const BGC_FP32_Vector3* vector)
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{
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product->x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2 + matrix->r1c3 * vector->x3;
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product->x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2 + matrix->r2c3 * vector->x3;
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}
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inline void bgc_fp64_multiply_matrix3x2_by_vector3(BGC_FP64_Vector2* product, const BGC_FP64_Matrix3x2* matrix, const BGC_FP64_Vector3* vector)
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{
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product->x1 = matrix->r1c1 * vector->x1 + matrix->r1c2 * vector->x2 + matrix->r1c3 * vector->x3;
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product->x2 = matrix->r2c1 * vector->x1 + matrix->r2c2 * vector->x2 + matrix->r2c3 * vector->x3;
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}
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#endif
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