Удаление избыточных методов и реорганизация библиотеки / Removing of extra methods and reorganization of the library
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14 changed files with 969 additions and 1583 deletions
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@ -104,51 +104,6 @@ namespace Geometry
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return -SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON;
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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.r1c3 = 0.0f;
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this.r2c1 = 0.0f;
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this.r2c2 = 0.0f;
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this.r2c3 = 0.0f;
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this.r3c1 = 0.0f;
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this.r3c2 = 0.0f;
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this.r3c3 = 0.0f;
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}
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public void MakeIdentity()
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{
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this.r1c1 = 1.0f;
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this.r1c2 = 0.0f;
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this.r1c3 = 0.0f;
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this.r2c1 = 0.0f;
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this.r2c2 = 1.0f;
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this.r2c3 = 0.0f;
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this.r3c1 = 0.0f;
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this.r3c2 = 0.0f;
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this.r3c3 = 1.0f;
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}
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public void MakeDiagonal(float d1, float d2, float d3)
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{
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this.r1c1 = d1;
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this.r1c2 = 0.0f;
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this.r1c3 = 0.0f;
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this.r2c1 = 0.0f;
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this.r2c2 = d2;
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this.r2c3 = 0.0f;
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this.r2c1 = 0.0f;
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this.r2c2 = 0.0f;
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this.r2c3 = d3;
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}
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public void Transpose()
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{
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(this.r1c2, this.r2c1) = (this.r2c1, this.r1c2);
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@ -191,65 +146,49 @@ namespace Geometry
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return true;
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}
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public void MakeTransposedOf(in SPMatrix3x3 matrix)
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public void Reset()
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{
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this.r1c1 = matrix.r1c1;
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this.r2c2 = matrix.r2c2;
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this.r3c3 = matrix.r3c3;
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this.r1c1 = 0.0f;
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this.r1c2 = 0.0f;
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this.r1c3 = 0.0f;
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(this.r1c2, this.r2c1) = (matrix.r2c1, matrix.r1c2);
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(this.r1c3, this.r3c1) = (matrix.r3c1, matrix.r1c3);
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(this.r2c3, this.r3c2) = (matrix.r3c2, matrix.r2c3);
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this.r2c1 = 0.0f;
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this.r2c2 = 0.0f;
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this.r2c3 = 0.0f;
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this.r3c1 = 0.0f;
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this.r3c2 = 0.0f;
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this.r3c3 = 0.0f;
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}
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public void MakeTransposedOf(in DPMatrix3x3 matrix)
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public void SetToIdentity()
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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.r1c3 = (float)matrix.r3c1;
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this.r1c1 = 1.0f;
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this.r1c2 = 0.0f;
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this.r1c3 = 0.0f;
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this.r2c1 = (float)matrix.r1c2;
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this.r2c2 = (float)matrix.r2c2;
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this.r2c3 = (float)matrix.r3c2;
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this.r2c1 = 0.0f;
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this.r2c2 = 1.0f;
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this.r2c3 = 0.0f;
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this.r3c1 = (float)matrix.r1c3;
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this.r3c2 = (float)matrix.r2c3;
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this.r3c3 = (float)matrix.r3c3;
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this.r3c1 = 0.0f;
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this.r3c2 = 0.0f;
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this.r3c3 = 1.0f;
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}
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public bool MakeInvertedOf(in SPMatrix3x3 matrix)
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public void SetToDiagonal(float d1, float d2, float d3)
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{
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float determinant = matrix.GetDeterminant();
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if (-SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON) {
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return false;
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}
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this.r1c1 = d1;
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this.r1c2 = 0.0f;
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this.r1c3 = 0.0f;
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float r1c1 = matrix.r2c2 * matrix.r3c3 - matrix.r2c3 * matrix.r3c2;
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float r1c2 = matrix.r1c3 * matrix.r3c2 - matrix.r1c2 * matrix.r3c3;
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float r1c3 = matrix.r1c2 * matrix.r2c3 - matrix.r1c3 * matrix.r2c2;
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this.r2c1 = 0.0f;
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this.r2c2 = d2;
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this.r2c3 = 0.0f;
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float r2c1 = matrix.r2c3 * matrix.r3c1 - matrix.r2c1 * matrix.r3c3;
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float r2c2 = matrix.r1c1 * matrix.r3c3 - matrix.r1c3 * matrix.r3c1;
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float r2c3 = matrix.r1c3 * matrix.r2c1 - matrix.r1c1 * matrix.r2c3;
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float r3c1 = matrix.r2c1 * matrix.r3c2 - matrix.r2c2 * matrix.r3c1;
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float r3c2 = matrix.r1c2 * matrix.r3c1 - matrix.r1c1 * matrix.r3c2;
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float r3c3 = matrix.r1c1 * matrix.r2c2 - matrix.r1c2 * matrix.r2c1;
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this.r1c1 = r1c1 / determinant;
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this.r1c2 = r1c2 / determinant;
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this.r1c3 = r1c3 / determinant;
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this.r2c1 = r2c1 / determinant;
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this.r2c2 = r2c2 / determinant;
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this.r2c3 = r2c3 / determinant;
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this.r3c1 = r3c1 / determinant;
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this.r3c2 = r3c2 / determinant;
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this.r3c3 = r3c3 / determinant;
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return true;
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this.r2c1 = 0.0f;
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this.r2c2 = 0.0f;
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this.r2c3 = d3;
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}
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public void SetValues(in SPMatrix3x3 matrix)
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@ -282,11 +221,65 @@ namespace Geometry
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this.r3c3 = (float)matrix.r3c3;
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}
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public void SetMainDiagonal(float d1, float d2, float d3)
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public void SetTransposedOf(in SPMatrix3x3 matrix)
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{
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this.r1c1 = d1;
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this.r2c2 = d2;
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this.r3c3 = d3;
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this.r1c1 = matrix.r1c1;
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this.r2c2 = matrix.r2c2;
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this.r3c3 = matrix.r3c3;
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(this.r1c2, this.r2c1) = (matrix.r2c1, matrix.r1c2);
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(this.r1c3, this.r3c1) = (matrix.r3c1, matrix.r1c3);
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(this.r2c3, this.r3c2) = (matrix.r3c2, matrix.r2c3);
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}
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public void SetTransposedOf(in DPMatrix3x3 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.r1c3 = (float)matrix.r3c1;
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this.r2c1 = (float)matrix.r1c2;
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this.r2c2 = (float)matrix.r2c2;
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this.r2c3 = (float)matrix.r3c2;
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this.r3c1 = (float)matrix.r1c3;
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this.r3c2 = (float)matrix.r2c3;
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this.r3c3 = (float)matrix.r3c3;
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}
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public bool SetInvertedOf(in SPMatrix3x3 matrix)
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{
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float determinant = matrix.GetDeterminant();
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if (-SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON) {
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return false;
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}
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float r1c1 = matrix.r2c2 * matrix.r3c3 - matrix.r2c3 * matrix.r3c2;
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float r1c2 = matrix.r1c3 * matrix.r3c2 - matrix.r1c2 * matrix.r3c3;
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float r1c3 = matrix.r1c2 * matrix.r2c3 - matrix.r1c3 * matrix.r2c2;
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float r2c1 = matrix.r2c3 * matrix.r3c1 - matrix.r2c1 * matrix.r3c3;
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float r2c2 = matrix.r1c1 * matrix.r3c3 - matrix.r1c3 * matrix.r3c1;
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float r2c3 = matrix.r1c3 * matrix.r2c1 - matrix.r1c1 * matrix.r2c3;
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float r3c1 = matrix.r2c1 * matrix.r3c2 - matrix.r2c2 * matrix.r3c1;
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float r3c2 = matrix.r1c2 * matrix.r3c1 - matrix.r1c1 * matrix.r3c2;
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float r3c3 = matrix.r1c1 * matrix.r2c2 - matrix.r1c2 * matrix.r2c1;
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this.r1c1 = r1c1 / determinant;
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this.r1c2 = r1c2 / determinant;
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this.r1c3 = r1c3 / determinant;
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this.r2c1 = r2c1 / determinant;
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this.r2c2 = r2c2 / determinant;
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this.r2c3 = r2c3 / determinant;
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this.r3c1 = r3c1 / determinant;
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this.r3c2 = r3c2 / determinant;
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this.r3c3 = r3c3 / determinant;
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return true;
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}
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public void SetRow1(float c1, float c2, float c3)
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@ -346,69 +339,6 @@ namespace Geometry
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sum.r3c3 = matrix1.r3c3 + matrix2.r3c3;
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}
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public static void Add3(
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in SPMatrix3x3 matrix1,
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in SPMatrix3x3 matrix2,
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in SPMatrix3x3 matrix3,
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out SPMatrix3x3 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.r1c3 = matrix1.r1c3 + matrix2.r1c3 + matrix3.r1c3;
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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.r2c3 = matrix1.r2c3 + matrix2.r2c3 + matrix3.r2c3;
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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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sum.r3c3 = matrix1.r3c3 + matrix2.r3c3 + matrix3.r3c3;
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}
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public static void Add4(
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in SPMatrix3x3 matrix1,
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in SPMatrix3x3 matrix2,
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in SPMatrix3x3 matrix3,
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in SPMatrix3x3 matrix4,
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out SPMatrix3x3 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.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3);
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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.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3);
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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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sum.r3c3 = (matrix1.r3c3 + matrix2.r3c3) + (matrix3.r3c3 + matrix4.r3c3);
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}
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public static void Add5(
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in SPMatrix3x3 matrix1,
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in SPMatrix3x3 matrix2,
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in SPMatrix3x3 matrix3,
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in SPMatrix3x3 matrix4,
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in SPMatrix3x3 matrix5,
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out SPMatrix3x3 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.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3) + matrix5.r1c3;
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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.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3) + matrix5.r2c3;
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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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sum.r3c3 = (matrix1.r3c3 + matrix2.r3c3) + (matrix3.r3c3 + matrix4.r3c3) + matrix5.r3c3;
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}
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public static void Subtract(in SPMatrix3x3 minuend, in SPMatrix3x3 subtrahend, out SPMatrix3x3 difference)
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{
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difference.r1c1 = minuend.r1c1 - subtrahend.r1c1;
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@ -424,88 +354,6 @@ namespace Geometry
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difference.r3c3 = minuend.r3c3 - subtrahend.r3c3;
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}
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public static void GetWeightedSum2(
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float weight1, in SPMatrix3x3 matrix1,
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float weight2, in SPMatrix3x3 matrix2,
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out SPMatrix3x3 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.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * 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.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * 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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sum.r3c3 = matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2;
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}
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public static void GetWeightedSum3(
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float weight1, in SPMatrix3x3 matrix1,
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float weight2, in SPMatrix3x3 matrix2,
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float weight3, in SPMatrix3x3 matrix3,
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out SPMatrix3x3 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.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2 + matrix3.r1c3 * 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.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2 + matrix3.r2c3 * 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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sum.r3c3 = matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2 + matrix3.r3c3 * weight3;
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}
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public static void GetWeightedSum4(
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float weight1, in SPMatrix3x3 matrix1,
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float weight2, in SPMatrix3x3 matrix2,
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float weight3, in SPMatrix3x3 matrix3,
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float weight4, in SPMatrix3x3 matrix4,
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out SPMatrix3x3 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.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * 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.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * 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);
|
||||
sum.r3c3 = (matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2) + (matrix3.r3c3 * weight3 + matrix4.r3c3 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
float weight1, in SPMatrix3x3 matrix1,
|
||||
float weight2, in SPMatrix3x3 matrix2,
|
||||
float weight3, in SPMatrix3x3 matrix3,
|
||||
float weight4, in SPMatrix3x3 matrix4,
|
||||
float weight5, in SPMatrix3x3 matrix5,
|
||||
out SPMatrix3x3 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.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * weight4) + matrix5.r1c3 * 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.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * weight4) + matrix5.r2c3 * 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;
|
||||
sum.r3c3 = (matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2) + (matrix3.r3c3 * weight3 + matrix4.r3c3 * weight4) + matrix5.r3c3 * weight5;
|
||||
}
|
||||
|
||||
public static void Multiply(in SPMatrix3x3 multiplicand, float multiplier, out SPMatrix3x3 product)
|
||||
{
|
||||
product.r1c1 = multiplicand.r1c1 * multiplier;
|
||||
|
|
@ -536,6 +384,84 @@ namespace Geometry
|
|||
quotient.r3c3 = dividend.r3c3 / divisor;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum2(
|
||||
float weight1, in SPMatrix3x3 matrix1,
|
||||
float weight2, in SPMatrix3x3 matrix2,
|
||||
out SPMatrix3x3 sum)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
|
||||
sum.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
|
||||
sum.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2;
|
||||
sum.r3c3 = matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum3(
|
||||
float weight1, in SPMatrix3x3 matrix1,
|
||||
float weight2, in SPMatrix3x3 matrix2,
|
||||
float weight3, in SPMatrix3x3 matrix3,
|
||||
out SPMatrix3x3 sum)
|
||||
{
|
||||
sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
|
||||
sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
|
||||
sum.r1c3 = matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2 + matrix3.r1c3 * weight3;
|
||||
|
||||
sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
|
||||
sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
|
||||
sum.r2c3 = matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2 + matrix3.r2c3 * weight3;
|
||||
|
||||
sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2 + matrix3.r3c1 * weight3;
|
||||
sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2 + matrix3.r3c2 * weight3;
|
||||
sum.r3c3 = matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2 + matrix3.r3c3 * weight3;
|
||||
}
|
||||
|
||||
public static void GetWeightedSum4(
|
||||
float weight1, in SPMatrix3x3 matrix1,
|
||||
float weight2, in SPMatrix3x3 matrix2,
|
||||
float weight3, in SPMatrix3x3 matrix3,
|
||||
float weight4, in SPMatrix3x3 matrix4,
|
||||
out SPMatrix3x3 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.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * 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.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * 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);
|
||||
sum.r3c3 = (matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2) + (matrix3.r3c3 * weight3 + matrix4.r3c3 * weight4);
|
||||
}
|
||||
|
||||
public static void GetWeightedSum5(
|
||||
float weight1, in SPMatrix3x3 matrix1,
|
||||
float weight2, in SPMatrix3x3 matrix2,
|
||||
float weight3, in SPMatrix3x3 matrix3,
|
||||
float weight4, in SPMatrix3x3 matrix4,
|
||||
float weight5, in SPMatrix3x3 matrix5,
|
||||
out SPMatrix3x3 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.r1c3 = (matrix1.r1c3 * weight1 + matrix2.r1c3 * weight2) + (matrix3.r1c3 * weight3 + matrix4.r1c3 * weight4) + matrix5.r1c3 * 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.r2c3 = (matrix1.r2c3 * weight1 + matrix2.r2c3 * weight2) + (matrix3.r2c3 * weight3 + matrix4.r2c3 * weight4) + matrix5.r2c3 * 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;
|
||||
sum.r3c3 = (matrix1.r3c3 * weight1 + matrix2.r3c3 * weight2) + (matrix3.r3c3 * weight3 + matrix4.r3c3 * weight4) + matrix5.r3c3 * weight5;
|
||||
}
|
||||
|
||||
public static void GetRightProduct(in SPMatrix3x3 matrix, in SPVector3 vector, out SPVector3 result)
|
||||
{
|
||||
float x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2 + matrix.r1c3 * vector.x3;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue