Исправления в матрицах 2x3 и 3x2 / Several fixes in 2x3 and 3x2 matrixes

This commit is contained in:
Andrey Pokidov 2024-11-14 14:13:29 +07:00
parent 3ba55c7524
commit 301cabe8de
22 changed files with 3805 additions and 3744 deletions

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@ -22,324 +22,347 @@ using System;
*/
namespace Geometry
{
public struct SPMatrix2x3 {
public struct SPMatrix2x3
{
public float r1c1, r1c2;
public float r2c1, r2c2;
public float r3c1, r3c2;
public float r1c1, r1c2;
public float r2c1, r2c2;
public float r3c1, r3c2;
public SPMatrix2x3()
{
this.r1c1 = 0.0f;
this.r1c2 = 0.0f;
this.r2c1 = 0.0f;
this.r2c2 = 0.0f;
this.r3c1 = 0.0f;
this.r3c2 = 0.0f;
}
public SPMatrix2x3() {
this.r1c1 = 0.0f;
this.r1c2 = 0.0f;
public SPMatrix2x3(in SPMatrix2x3 matrix)
{
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r1c2;
this.r2c1 = matrix.r2c1;
this.r2c2 = matrix.r2c2;
this.r2c1 = 0.0f;
this.r2c2 = 0.0f;
this.r3c1 = 0.0f;
this.r3c2 = 0.0f;
}
this.r3c1 = matrix.r3c1;
this.r3c2 = matrix.r3c2;
}
public SPMatrix2x3(SPMatrix2x3 matrix) {
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r1c2;
public SPMatrix2x3(in DPMatrix2x3 matrix)
{
this.r1c1 = (float) matrix.r1c1;
this.r1c2 = (float) matrix.r1c2;
this.r2c1 = matrix.r2c1;
this.r2c2 = matrix.r2c2;
this.r2c1 = (float) matrix.r2c1;
this.r2c2 = (float) matrix.r2c2;
this.r3c1 = matrix.r3c1;
this.r3c2 = matrix.r3c2;
}
this.r3c1 = (float) matrix.r3c1;
this.r3c2 = (float) matrix.r3c2;
}
public SPMatrix2x3(DPMatrix2x3 matrix) {
this.r1c1 = (float) matrix.r1c1;
this.r1c2 = (float) matrix.r1c2;
public SPMatrix2x3(in SPMatrix3x2 matrix)
{
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r2c1;
this.r2c1 = (float) matrix.r2c1;
this.r2c2 = (float) matrix.r2c2;
this.r2c1 = matrix.r1c2;
this.r2c2 = matrix.r2c2;
this.r3c1 = (float) matrix.r3c1;
this.r3c2 = (float) matrix.r3c2;
}
this.r3c1 = matrix.r1c3;
this.r3c2 = matrix.r2c3;
}
public SPMatrix2x3(SPMatrix3x2 matrix) {
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r2c1;
public SPMatrix2x3(in DPMatrix3x2 matrix)
{
this.r1c1 = (float) matrix.r1c1;
this.r1c2 = (float) matrix.r2c1;
this.r2c1 = matrix.r1c2;
this.r2c2 = matrix.r2c2;
this.r2c1 = (float) matrix.r1c2;
this.r2c2 = (float) matrix.r2c2;
this.r3c1 = matrix.r1c3;
this.r3c2 = matrix.r2c3;
}
this.r3c1 = (float) matrix.r1c3;
this.r3c2 = (float) matrix.r2c3;
}
public SPMatrix2x3(DPMatrix3x2 matrix) {
this.r1c1 = (float) matrix.r1c1;
this.r1c2 = (float) matrix.r2c1;
this.r2c1 = (float) matrix.r1c2;
this.r2c2 = (float) matrix.r2c2;
public void Reset()
{
this.r1c1 = 0.0f;
this.r1c2 = 0.0f;
this.r3c1 = (float) matrix.r1c3;
this.r3c2 = (float) matrix.r2c3;
}
this.r2c1 = 0.0f;
this.r2c2 = 0.0f;
this.r3c1 = 0.0f;
this.r3c2 = 0.0f;
}
public void Reset() {
this.r1c1 = 0.0f;
this.r1c2 = 0.0f;
public void SetValues(in SPMatrix2x3 matrix)
{
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r1c2;
this.r2c1 = matrix.r2c1;
this.r2c2 = matrix.r2c2;
this.r2c1 = 0.0f;
this.r2c2 = 0.0f;
this.r3c1 = 0.0f;
this.r3c2 = 0.0f;
}
this.r3c1 = matrix.r3c1;
this.r3c2 = matrix.r3c2;
}
public void SetValues(SPMatrix2x3 matrix) {
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r1c2;
public void SetValues(in DPMatrix2x3 matrix)
{
this.r1c1 = (float) matrix.r1c1;
this.r1c2 = (float) matrix.r1c2;
this.r2c1 = matrix.r2c1;
this.r2c2 = matrix.r2c2;
this.r2c1 = (float) matrix.r2c1;
this.r2c2 = (float) matrix.r2c2;
this.r3c1 = matrix.r3c1;
this.r3c2 = matrix.r3c2;
}
this.r3c1 = (float) matrix.r3c1;
this.r3c2 = (float) matrix.r3c2;
}
public void SetValues(DPMatrix2x3 matrix) {
this.r1c1 = (float) matrix.r1c1;
this.r1c2 = (float) matrix.r1c2;
public void SetTransposed(in SPMatrix3x2 matrix)
{
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r2c1;
this.r2c1 = (float) matrix.r2c1;
this.r2c2 = (float) matrix.r2c2;
this.r2c1 = matrix.r1c2;
this.r2c2 = matrix.r2c2;
this.r3c1 = (float) matrix.r3c1;
this.r3c2 = (float) matrix.r3c2;
}
this.r3c1 = matrix.r1c3;
this.r3c2 = matrix.r2c3;
}
public void SetTransposed(SPMatrix3x2 matrix) {
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r2c1;
public void SetTransposed(in DPMatrix3x2 matrix)
{
this.r1c1 = (float) matrix.r1c1;
this.r1c2 = (float) matrix.r2c1;
this.r2c1 = matrix.r1c2;
this.r2c2 = matrix.r2c2;
this.r2c1 = (float) matrix.r1c2;
this.r2c2 = (float) matrix.r2c2;
this.r3c1 = matrix.r1c3;
this.r3c2 = matrix.r2c3;
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(in SPMatrix2x3 matrix1, in SPMatrix2x3 matrix2, out SPMatrix2x3 sum)
{
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1;
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2;
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1;
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2;
sum.r3c1 = matrix1.r3c1 + matrix2.r3c1;
sum.r3c2 = matrix1.r3c2 + matrix2.r3c2;
}
public static void Add3(
in SPMatrix2x3 matrix1,
in SPMatrix2x3 matrix2,
in SPMatrix2x3 matrix3,
out 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(
in SPMatrix2x3 matrix1,
in SPMatrix2x3 matrix2,
in SPMatrix2x3 matrix3,
in SPMatrix2x3 matrix4,
out 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(
in SPMatrix2x3 matrix1,
in SPMatrix2x3 matrix2,
in SPMatrix2x3 matrix3,
in SPMatrix2x3 matrix4,
in SPMatrix2x3 matrix5,
out 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(in SPMatrix2x3 minuend, in SPMatrix2x3 subtrahend, out 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, in SPMatrix2x3 matrix1,
float weight2, in SPMatrix2x3 matrix2,
out 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, in SPMatrix2x3 matrix1,
float weight2, in SPMatrix2x3 matrix2,
float weight3, in SPMatrix2x3 matrix3,
out 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, in SPMatrix2x3 matrix1,
float weight2, in SPMatrix2x3 matrix2,
float weight3, in SPMatrix2x3 matrix3,
float weight4, in SPMatrix2x3 matrix4,
out 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, in SPMatrix2x3 matrix1,
float weight2, in SPMatrix2x3 matrix2,
float weight3, in SPMatrix2x3 matrix3,
float weight4, in SPMatrix2x3 matrix4,
float weight5, in SPMatrix2x3 matrix5,
out 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(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
);
}
}
}