Большое переименование и рефакторинг углов / Big renaming and refactoring of angles
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BGC/F32Matrix2x3.cs
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BGC/F32Matrix2x3.cs
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/*
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* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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/*
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* Author: Andrey Pokidov
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* Date: 11 Nov 2024
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*/
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namespace BGC
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{
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public struct F32Matrix2x3
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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 F32Matrix2x3()
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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 F32Matrix2x3(in F32Matrix2x3 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.r3c1 = matrix.r3c1;
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this.r3c2 = matrix.r3c2;
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}
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public F32Matrix2x3(in F64Matrix2x3 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 = (float) matrix.r2c1;
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this.r2c2 = (float) 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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public F32Matrix2x3(in F32Matrix3x2 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 = matrix.r1c2;
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this.r2c2 = 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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public F32Matrix2x3(in F64Matrix3x2 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 = (float) matrix.r1c2;
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this.r2c2 = (float) matrix.r2c2;
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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 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.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 SetValues(in F32Matrix2x3 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.r3c1 = matrix.r3c1;
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this.r3c2 = matrix.r3c2;
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}
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public void SetValues(in F64Matrix2x3 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 = (float) matrix.r2c1;
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this.r2c2 = (float) 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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public void SetTransposed(in F32Matrix3x2 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 = matrix.r1c2;
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this.r2c2 = 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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public void SetTransposed(in F64Matrix3x2 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 = (float) matrix.r1c2;
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this.r2c2 = (float) matrix.r2c2;
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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 F32Matrix2x3 matrix1, in F32Matrix2x3 matrix2, out F32Matrix2x3 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 Subtract(in F32Matrix2x3 minuend, in F32Matrix2x3 subtrahend, out F32Matrix2x3 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 Multiply(in F32Matrix2x3 multiplicand, float multiplier, out F32Matrix2x3 product)
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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.r2c1 = multiplicand.r2c1 * multiplier;
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product.r2c2 = multiplicand.r2c2 * multiplier;
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product.r3c1 = multiplicand.r3c1 * multiplier;
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product.r3c2 = multiplicand.r3c2 * multiplier;
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}
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public static void Divide(in F32Matrix2x3 dividend, float divisor, out F32Matrix2x3 quotient)
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{
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quotient.r1c1 = dividend.r1c1 / divisor;
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quotient.r1c2 = dividend.r1c2 / divisor;
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quotient.r2c1 = dividend.r2c1 / divisor;
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quotient.r2c2 = dividend.r2c2 / divisor;
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quotient.r3c1 = dividend.r3c1 / divisor;
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quotient.r3c2 = dividend.r3c2 / divisor;
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}
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public static void GetWeightedSum2(
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float weight1, in F32Matrix2x3 matrix1,
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float weight2, in F32Matrix2x3 matrix2,
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out F32Matrix2x3 sum)
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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 F32Matrix2x3 matrix1,
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float weight2, in F32Matrix2x3 matrix2,
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float weight3, in F32Matrix2x3 matrix3,
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out F32Matrix2x3 sum)
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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 F32Matrix2x3 matrix1,
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float weight2, in F32Matrix2x3 matrix2,
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float weight3, in F32Matrix2x3 matrix3,
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float weight4, in F32Matrix2x3 matrix4,
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out F32Matrix2x3 sum)
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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 F32Matrix2x3 matrix1,
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float weight2, in F32Matrix2x3 matrix2,
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float weight3, in F32Matrix2x3 matrix3,
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float weight4, in F32Matrix2x3 matrix4,
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float weight5, in F32Matrix2x3 matrix5,
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out F32Matrix2x3 sum)
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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;
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sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4) + matrix5.r3c1 * weight5;
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sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4) + matrix5.r3c2 * weight5;
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}
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public static void GetRightProduct(in F32Matrix2x3 matrix, in F32Vector2 vector, out F32Vector3 result)
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{
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result.x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2;
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result.x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2;
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result.x3 = matrix.r3c1 * vector.x1 + matrix.r3c2 * vector.x2;
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}
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public static void GetLeftProduct(in F32Vector3 vector, in F32Matrix2x3 matrix, out F32Vector2 result)
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{
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result.x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1 + vector.x3 * matrix.r3c1;
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result.x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2 + vector.x3 * matrix.r3c2;
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}
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}
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}
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