Переименование проектов и оптимизация вычислений / Renaming of projects and optimization of computations
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36 changed files with 177 additions and 379 deletions
237
BasicGeometry/FP32Matrix2x3.cs
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237
BasicGeometry/FP32Matrix2x3.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 BasicGeometry
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{
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public struct FP32Matrix2x3
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{
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public float r1c1 = 0.0f, r1c2 = 0.0f;
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public float r2c1 = 0.0f, r2c2 = 0.0f;
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public float r3c1 = 0.0f, r3c2 = 0.0f;
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public FP32Matrix2x3(in FP32Matrix2x3 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 FP32Matrix2x3(in FP64Matrix2x3 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 FP32Matrix2x3(in FP32Matrix3x2 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 FP32Matrix2x3(in FP64Matrix3x2 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 FP32Matrix2x3 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 FP64Matrix2x3 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 FP32Matrix3x2 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 FP64Matrix3x2 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 void AppendScaled(in FP32Matrix2x3 matrix, float scale)
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{
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this.r1c1 += matrix.r1c1 * scale;
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this.r1c2 += matrix.r1c2 * scale;
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this.r2c1 += matrix.r2c1 * scale;
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this.r2c2 += matrix.r2c2 * scale;
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this.r3c1 += matrix.r3c1 * scale;
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this.r3c2 += matrix.r3c2 * scale;
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}
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public static void Add(in FP32Matrix2x3 matrix1, in FP32Matrix2x3 matrix2, out FP32Matrix2x3 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 FP32Matrix2x3 minuend, in FP32Matrix2x3 subtrahend, out FP32Matrix2x3 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 FP32Matrix2x3 multiplicand, float multiplier, out FP32Matrix2x3 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 FP32Matrix2x3 dividend, float divisor, out FP32Matrix2x3 quotient)
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{
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Multiply(dividend, 1.0f / divisor, out quotient);
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}
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public static void GetRightProduct(in FP32Matrix2x3 matrix, in FP32Vector2 vector, out FP32Vector3 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 FP32Vector3 vector, in FP32Matrix2x3 matrix, out FP32Vector2 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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