Исправления в матрицах 2x3 и 3x2 / Several fixes in 2x3 and 3x2 matrixes
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22 changed files with 3805 additions and 3744 deletions
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@ -22,324 +22,347 @@ using System;
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*/
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namespace Geometry
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{
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public struct SPMatrix2x3 {
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public struct SPMatrix2x3
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{
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public float r1c1, r1c2;
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public float r2c1, r2c2;
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public float r3c1, r3c2;
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public float r1c1, r1c2;
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public float r2c1, r2c2;
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public float r3c1, r3c2;
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public SPMatrix2x3()
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{
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this.r1c1 = 0.0f;
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this.r1c2 = 0.0f;
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this.r2c1 = 0.0f;
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this.r2c2 = 0.0f;
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this.r3c1 = 0.0f;
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this.r3c2 = 0.0f;
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}
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public SPMatrix2x3() {
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this.r1c1 = 0.0f;
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this.r1c2 = 0.0f;
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public SPMatrix2x3(in SPMatrix2x3 matrix)
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{
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this.r1c1 = matrix.r1c1;
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this.r1c2 = matrix.r1c2;
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this.r2c1 = matrix.r2c1;
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this.r2c2 = matrix.r2c2;
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this.r2c1 = 0.0f;
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this.r2c2 = 0.0f;
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this.r3c1 = 0.0f;
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this.r3c2 = 0.0f;
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}
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this.r3c1 = matrix.r3c1;
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this.r3c2 = matrix.r3c2;
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}
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public SPMatrix2x3(SPMatrix2x3 matrix) {
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this.r1c1 = matrix.r1c1;
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this.r1c2 = matrix.r1c2;
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public SPMatrix2x3(in DPMatrix2x3 matrix)
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{
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this.r1c1 = (float) matrix.r1c1;
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this.r1c2 = (float) matrix.r1c2;
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this.r2c1 = matrix.r2c1;
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this.r2c2 = matrix.r2c2;
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this.r2c1 = (float) matrix.r2c1;
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this.r2c2 = (float) matrix.r2c2;
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this.r3c1 = matrix.r3c1;
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this.r3c2 = matrix.r3c2;
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}
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this.r3c1 = (float) matrix.r3c1;
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this.r3c2 = (float) matrix.r3c2;
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}
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public SPMatrix2x3(DPMatrix2x3 matrix) {
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this.r1c1 = (float) matrix.r1c1;
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this.r1c2 = (float) matrix.r1c2;
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public SPMatrix2x3(in SPMatrix3x2 matrix)
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{
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this.r1c1 = matrix.r1c1;
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this.r1c2 = matrix.r2c1;
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this.r2c1 = (float) matrix.r2c1;
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this.r2c2 = (float) matrix.r2c2;
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this.r2c1 = matrix.r1c2;
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this.r2c2 = matrix.r2c2;
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this.r3c1 = (float) matrix.r3c1;
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this.r3c2 = (float) matrix.r3c2;
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}
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this.r3c1 = matrix.r1c3;
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this.r3c2 = matrix.r2c3;
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}
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public SPMatrix2x3(SPMatrix3x2 matrix) {
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this.r1c1 = matrix.r1c1;
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this.r1c2 = matrix.r2c1;
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public SPMatrix2x3(in DPMatrix3x2 matrix)
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{
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this.r1c1 = (float) matrix.r1c1;
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this.r1c2 = (float) matrix.r2c1;
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this.r2c1 = matrix.r1c2;
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this.r2c2 = matrix.r2c2;
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this.r2c1 = (float) matrix.r1c2;
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this.r2c2 = (float) matrix.r2c2;
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this.r3c1 = matrix.r1c3;
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this.r3c2 = matrix.r2c3;
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}
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this.r3c1 = (float) matrix.r1c3;
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this.r3c2 = (float) matrix.r2c3;
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}
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public SPMatrix2x3(DPMatrix3x2 matrix) {
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this.r1c1 = (float) matrix.r1c1;
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this.r1c2 = (float) matrix.r2c1;
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this.r2c1 = (float) matrix.r1c2;
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this.r2c2 = (float) matrix.r2c2;
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public void Reset()
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{
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this.r1c1 = 0.0f;
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this.r1c2 = 0.0f;
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this.r3c1 = (float) matrix.r1c3;
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this.r3c2 = (float) matrix.r2c3;
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}
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this.r2c1 = 0.0f;
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this.r2c2 = 0.0f;
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this.r3c1 = 0.0f;
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this.r3c2 = 0.0f;
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}
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public void Reset() {
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this.r1c1 = 0.0f;
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this.r1c2 = 0.0f;
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public void SetValues(in SPMatrix2x3 matrix)
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{
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this.r1c1 = matrix.r1c1;
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this.r1c2 = matrix.r1c2;
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this.r2c1 = matrix.r2c1;
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this.r2c2 = matrix.r2c2;
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this.r2c1 = 0.0f;
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this.r2c2 = 0.0f;
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this.r3c1 = 0.0f;
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this.r3c2 = 0.0f;
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}
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this.r3c1 = matrix.r3c1;
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this.r3c2 = matrix.r3c2;
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}
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public void SetValues(SPMatrix2x3 matrix) {
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this.r1c1 = matrix.r1c1;
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this.r1c2 = matrix.r1c2;
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public void SetValues(in DPMatrix2x3 matrix)
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{
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this.r1c1 = (float) matrix.r1c1;
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this.r1c2 = (float) matrix.r1c2;
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this.r2c1 = matrix.r2c1;
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this.r2c2 = matrix.r2c2;
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this.r2c1 = (float) matrix.r2c1;
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this.r2c2 = (float) matrix.r2c2;
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this.r3c1 = matrix.r3c1;
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this.r3c2 = matrix.r3c2;
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}
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this.r3c1 = (float) matrix.r3c1;
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this.r3c2 = (float) matrix.r3c2;
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}
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public void SetValues(DPMatrix2x3 matrix) {
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this.r1c1 = (float) matrix.r1c1;
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this.r1c2 = (float) matrix.r1c2;
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public void SetTransposed(in SPMatrix3x2 matrix)
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{
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this.r1c1 = matrix.r1c1;
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this.r1c2 = matrix.r2c1;
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this.r2c1 = (float) matrix.r2c1;
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this.r2c2 = (float) matrix.r2c2;
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this.r2c1 = matrix.r1c2;
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this.r2c2 = matrix.r2c2;
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this.r3c1 = (float) matrix.r3c1;
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this.r3c2 = (float) matrix.r3c2;
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}
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this.r3c1 = matrix.r1c3;
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this.r3c2 = matrix.r2c3;
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}
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public void SetTransposed(SPMatrix3x2 matrix) {
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this.r1c1 = matrix.r1c1;
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this.r1c2 = matrix.r2c1;
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public void SetTransposed(in DPMatrix3x2 matrix)
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{
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this.r1c1 = (float) matrix.r1c1;
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this.r1c2 = (float) matrix.r2c1;
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this.r2c1 = matrix.r1c2;
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this.r2c2 = matrix.r2c2;
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this.r2c1 = (float) matrix.r1c2;
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this.r2c2 = (float) matrix.r2c2;
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this.r3c1 = matrix.r1c3;
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this.r3c2 = matrix.r2c3;
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this.r3c1 = (float) matrix.r1c3;
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this.r3c2 = (float) matrix.r2c3;
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}
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public void SetRow1(float c1, float c2)
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{
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this.r1c1 = c1;
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this.r1c2 = c2;
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}
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public void SetRow2(float c1, float c2)
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{
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this.r2c1 = c1;
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this.r2c2 = c2;
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}
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public void SetRow3(float c1, float c2)
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{
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this.r3c1 = c1;
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this.r3c2 = c2;
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}
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public void SetColumn1(float r1, float r2, float r3)
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{
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this.r1c1 = r1;
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this.r2c1 = r2;
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this.r3c1 = r3;
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}
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public void SetColumn2(float r1, float r2, float r3)
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{
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this.r1c2 = r1;
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this.r2c2 = r2;
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this.r3c2 = r3;
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}
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public static void Add(in SPMatrix2x3 matrix1, in SPMatrix2x3 matrix2, out SPMatrix2x3 sum)
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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.r2c1 = matrix1.r2c1 + matrix2.r2c1;
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sum.r2c2 = matrix1.r2c2 + matrix2.r2c2;
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sum.r3c1 = matrix1.r3c1 + matrix2.r3c1;
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sum.r3c2 = matrix1.r3c2 + matrix2.r3c2;
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}
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public static void Add3(
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in SPMatrix2x3 matrix1,
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in SPMatrix2x3 matrix2,
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in SPMatrix2x3 matrix3,
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out SPMatrix2x3 sum
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)
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{
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sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
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sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
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sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
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sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
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sum.r3c1 = matrix1.r3c1 + matrix2.r3c1 + matrix3.r3c1;
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sum.r3c2 = matrix1.r3c2 + matrix2.r3c2 + matrix3.r3c2;
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}
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public static void Add4(
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in SPMatrix2x3 matrix1,
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in SPMatrix2x3 matrix2,
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in SPMatrix2x3 matrix3,
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in SPMatrix2x3 matrix4,
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out SPMatrix2x3 sum
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)
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{
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sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
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sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
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sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
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sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
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sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1);
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sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2);
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}
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public static void Add5(
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in SPMatrix2x3 matrix1,
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in SPMatrix2x3 matrix2,
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in SPMatrix2x3 matrix3,
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in SPMatrix2x3 matrix4,
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in SPMatrix2x3 matrix5,
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out SPMatrix2x3 sum
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)
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{
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sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
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sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
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sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
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sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
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sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1) + matrix5.r3c1;
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sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2) + matrix5.r3c2;
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}
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public static void Subtract(in SPMatrix2x3 minuend, in SPMatrix2x3 subtrahend, out SPMatrix2x3 difference)
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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.r2c1 = minuend.r2c1 - subtrahend.r2c1;
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difference.r2c2 = minuend.r2c2 - subtrahend.r2c2;
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difference.r3c1 = minuend.r3c1 - subtrahend.r3c1;
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difference.r3c2 = minuend.r3c2 - subtrahend.r3c2;
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}
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public static void GetWeightedSum2(
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float weight1, in SPMatrix2x3 matrix1,
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float weight2, in SPMatrix2x3 matrix2,
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out SPMatrix2x3 sum
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)
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{
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sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
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sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
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sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
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sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
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sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2;
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sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2;
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}
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public static void GetWeightedSum3(
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float weight1, in SPMatrix2x3 matrix1,
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float weight2, in SPMatrix2x3 matrix2,
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float weight3, in SPMatrix2x3 matrix3,
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out SPMatrix2x3 sum
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)
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{
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sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
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sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
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sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
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sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
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sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2 + matrix3.r3c1 * weight3;
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sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2 + matrix3.r3c2 * weight3;
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}
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public static void GetWeightedSum4(
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float weight1, in SPMatrix2x3 matrix1,
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float weight2, in SPMatrix2x3 matrix2,
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float weight3, in SPMatrix2x3 matrix3,
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float weight4, in SPMatrix2x3 matrix4,
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out SPMatrix2x3 sum
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)
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{
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sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
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sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
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sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
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sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
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sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4);
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sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4);
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}
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public static void GetWeightedSum5(
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float weight1, in SPMatrix2x3 matrix1,
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float weight2, in SPMatrix2x3 matrix2,
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float weight3, in SPMatrix2x3 matrix3,
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float weight4, in SPMatrix2x3 matrix4,
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float weight5, in SPMatrix2x3 matrix5,
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out SPMatrix2x3 sum
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)
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{
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sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
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sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
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sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
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sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4) + matrix5.r3c1 * weight5;
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4) + matrix5.r3c2 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(in SPMatrix2x3 multiplicand, float multiplier, out SPMatrix2x3 product)
|
||||
{
|
||||
product.r1c1 = multiplicand.r1c1 * multiplier;
|
||||
product.r1c2 = multiplicand.r1c2 * multiplier;
|
||||
|
||||
product.r2c1 = multiplicand.r2c1 * multiplier;
|
||||
product.r2c2 = multiplicand.r2c2 * multiplier;
|
||||
|
||||
product.r3c1 = multiplicand.r3c1 * multiplier;
|
||||
product.r3c2 = multiplicand.r3c2 * multiplier;
|
||||
}
|
||||
|
||||
public static void Divide(in SPMatrix2x3 dividend, float divisor, out SPMatrix2x3 quotient)
|
||||
{
|
||||
quotient.r1c1 = dividend.r1c1 / divisor;
|
||||
quotient.r1c2 = dividend.r1c2 / divisor;
|
||||
|
||||
quotient.r2c1 = dividend.r2c1 / divisor;
|
||||
quotient.r2c2 = dividend.r2c2 / divisor;
|
||||
|
||||
quotient.r3c1 = dividend.r3c1 / divisor;
|
||||
quotient.r3c2 = dividend.r3c2 / divisor;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(in SPMatrix2x3 matrix, in SPVector2 vector, out SPVector3 result)
|
||||
{
|
||||
result.x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2;
|
||||
result.x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2;
|
||||
result.x3 = matrix.r3c1 * vector.x1 + matrix.r3c2 * vector.x2;
|
||||
}
|
||||
|
||||
public static void GetLeftProduct(in SPVector3 vector, in SPMatrix2x3 matrix, out SPVector2 result)
|
||||
{
|
||||
result.x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1 + vector.x3 * matrix.r3c1;
|
||||
result.x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2 + vector.x3 * matrix.r3c2;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTransposed(DPMatrix3x2 matrix) {
|
||||
this.r1c1 = (float) matrix.r1c1;
|
||||
this.r1c2 = (float) matrix.r2c1;
|
||||
|
||||
this.r2c1 = (float) matrix.r1c2;
|
||||
this.r2c2 = (float) matrix.r2c2;
|
||||
|
||||
this.r3c1 = (float) matrix.r1c3;
|
||||
this.r3c2 = (float) matrix.r2c3;
|
||||
}
|
||||
|
||||
public void SetRow1(float c1, float c2) {
|
||||
this.r1c1 = c1;
|
||||
this.r1c2 = c2;
|
||||
}
|
||||
|
||||
public void SetRow2(float c1, float c2) {
|
||||
this.r2c1 = c1;
|
||||
this.r2c2 = c2;
|
||||
}
|
||||
|
||||
public void SetRow3(float c1, float c2) {
|
||||
this.r3c1 = c1;
|
||||
this.r3c2 = c2;
|
||||
}
|
||||
|
||||
public void SetColumn1(float r1, float r2, float r3) {
|
||||
this.r1c1 = r1;
|
||||
this.r2c1 = r2;
|
||||
this.r3c1 = r3;
|
||||
}
|
||||
|
||||
public void SetColumn2(float r1, float r2, float r3) {
|
||||
this.r1c2 = r1;
|
||||
this.r2c2 = r2;
|
||||
this.r3c2 = r3;
|
||||
}
|
||||
|
||||
public static void Add(SPMatrix2x3 matrix1, SPMatrix2x3 matrix2, SPMatrix2x3 result) {
|
||||
result.r1c1 = matrix1.r1c1 + matrix2.r1c1;
|
||||
result.r1c2 = matrix1.r1c2 + matrix2.r1c2;
|
||||
|
||||
result.r2c1 = matrix1.r2c1 + matrix2.r2c1;
|
||||
result.r2c2 = matrix1.r2c2 + matrix2.r2c2;
|
||||
|
||||
result.r3c1 = matrix1.r3c1 + matrix2.r3c1;
|
||||
result.r3c2 = matrix1.r3c2 + matrix2.r3c2;
|
||||
}
|
||||
|
||||
public static void Add3(
|
||||
SPMatrix2x3 matrix1,
|
||||
SPMatrix2x3 matrix2,
|
||||
SPMatrix2x3 matrix3,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
|
||||
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
|
||||
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 + matrix2.r3c1 + matrix3.r3c1;
|
||||
sum.r3c2 = matrix1.r3c2 + matrix2.r3c2 + matrix3.r3c2;
|
||||
}
|
||||
|
||||
public static void Add4(
|
||||
SPMatrix2x3 matrix1,
|
||||
SPMatrix2x3 matrix2,
|
||||
SPMatrix2x3 matrix3,
|
||||
SPMatrix2x3 matrix4,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1);
|
||||
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2);
|
||||
}
|
||||
|
||||
public static void Add5(
|
||||
SPMatrix2x3 matrix1,
|
||||
SPMatrix2x3 matrix2,
|
||||
SPMatrix2x3 matrix3,
|
||||
SPMatrix2x3 matrix4,
|
||||
SPMatrix2x3 matrix5,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
|
||||
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
|
||||
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1) + matrix5.r3c1;
|
||||
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2) + matrix5.r3c2;
|
||||
}
|
||||
|
||||
public static void Subtract(SPMatrix2x3 minuend, SPMatrix2x3 subtrahend, SPMatrix2x3 difference) {
|
||||
difference.r1c1 = minuend.r1c1 - subtrahend.r1c1;
|
||||
difference.r1c2 = minuend.r1c2 - subtrahend.r1c2;
|
||||
|
||||
difference.r2c1 = minuend.r2c1 - subtrahend.r2c1;
|
||||
difference.r2c2 = minuend.r2c2 - subtrahend.r2c2;
|
||||
|
||||
difference.r3c1 = minuend.r3c1 - subtrahend.r3c1;
|
||||
difference.r3c2 = minuend.r3c2 - subtrahend.r3c2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
float weight1, SPMatrix2x3 matrix1,
|
||||
float weight2, SPMatrix2x3 matrix2,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
float weight1, SPMatrix2x3 matrix1,
|
||||
float weight2, SPMatrix2x3 matrix2,
|
||||
float weight3, SPMatrix2x3 matrix3,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2 + matrix3.r3c1 * weight3;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2 + matrix3.r3c2 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
float weight1, SPMatrix2x3 matrix1,
|
||||
float weight2, SPMatrix2x3 matrix2,
|
||||
float weight3, SPMatrix2x3 matrix3,
|
||||
float weight4, SPMatrix2x3 matrix4,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4);
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
float weight1, SPMatrix2x3 matrix1,
|
||||
float weight2, SPMatrix2x3 matrix2,
|
||||
float weight3, SPMatrix2x3 matrix3,
|
||||
float weight4, SPMatrix2x3 matrix4,
|
||||
float weight5, SPMatrix2x3 matrix5,
|
||||
SPMatrix2x3 sum
|
||||
) {
|
||||
sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
|
||||
sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
|
||||
|
||||
sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
|
||||
sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
|
||||
|
||||
sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4) + matrix5.r3c1 * weight5;
|
||||
sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4) + matrix5.r3c2 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(SPMatrix2x3 multiplicand, float multiplier, SPMatrix2x3 product) {
|
||||
product.r1c1 = multiplicand.r1c1 * multiplier;
|
||||
product.r1c2 = multiplicand.r1c2 * multiplier;
|
||||
|
||||
product.r2c1 = multiplicand.r2c1 * multiplier;
|
||||
product.r2c2 = multiplicand.r2c2 * multiplier;
|
||||
|
||||
product.r3c1 = multiplicand.r3c1 * multiplier;
|
||||
product.r3c2 = multiplicand.r3c2 * multiplier;
|
||||
}
|
||||
|
||||
public static void Divide(SPMatrix2x3 dividend, float divisor, SPMatrix2x3 quotient) {
|
||||
quotient.r1c1 = dividend.r1c1 / divisor;
|
||||
quotient.r1c2 = dividend.r1c2 / divisor;
|
||||
|
||||
quotient.r2c1 = dividend.r2c1 / divisor;
|
||||
quotient.r2c2 = dividend.r2c2 / divisor;
|
||||
|
||||
quotient.r3c1 = dividend.r3c1 / divisor;
|
||||
quotient.r3c2 = dividend.r3c2 / divisor;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(SPMatrix2x3 matrix, SPVector2 vector, SPVector3 result) {
|
||||
result.SetValues(
|
||||
matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2,
|
||||
matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2,
|
||||
matrix.r3c1 * vector.x1 + matrix.r3c2 * vector.x2
|
||||
|
||||
);
|
||||
}
|
||||
|
||||
public static void GetLeftProduct(SPVector3 vector, SPMatrix2x3 matrix, SPVector2 result) {
|
||||
result.SetValues(
|
||||
vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1 + vector.x3 * matrix.r3c1,
|
||||
vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2 + vector.x3 * matrix.r3c2
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue