407 lines
13 KiB
C#
407 lines
13 KiB
C#
/*
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* Author: Andrey Pokidov
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* License: Apache-2.0
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* Date: 10 Feb 2019
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*/
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namespace BGC
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{
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public struct Matrix3x3FP32
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{
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public float r1c1 = 0.0f, r1c2 = 0.0f, r1c3 = 0.0f;
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public float r2c1 = 0.0f, r2c2 = 0.0f, r2c3 = 0.0f;
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public float r3c1 = 0.0f, r3c2 = 0.0f, r3c3 = 0.0f;
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public Matrix3x3FP32(float d1, float d2, float d3)
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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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}
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public Matrix3x3FP32(in Matrix3x3FP32 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.r1c3 = matrix.r1c3;
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this.r2c1 = matrix.r2c1;
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this.r2c2 = matrix.r2c2;
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this.r2c3 = matrix.r2c3;
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this.r3c1 = matrix.r3c1;
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this.r3c2 = matrix.r3c2;
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this.r3c3 = matrix.r3c3;
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}
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public Matrix3x3FP32(in Matrix3x3FP64 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.r1c3 = (float)matrix.r1c3;
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this.r2c1 = (float)matrix.r2c1;
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this.r2c2 = (float)matrix.r2c2;
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this.r2c3 = (float)matrix.r2c3;
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this.r3c1 = (float)matrix.r3c1;
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this.r3c2 = (float)matrix.r3c2;
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this.r3c3 = (float)matrix.r3c3;
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}
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public readonly float GetDeterminant()
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{
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return this.r1c1 * (this.r2c2 * this.r3c3 - this.r2c3 * this.r3c2)
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+ this.r1c2 * (this.r2c3 * this.r3c1 - this.r2c1 * this.r3c3)
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+ this.r1c3 * (this.r2c1 * this.r3c2 - this.r2c2 * this.r3c1);
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}
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public readonly bool IsSingular()
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{
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return UtilityFP32.IsZero(this.GetDeterminant());
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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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(this.r1c3, this.r3c1) = (this.r3c1, this.r1c3);
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(this.r2c3, this.r3c2) = (this.r3c2, this.r2c3);
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}
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public bool Invert()
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{
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float determinant = this.GetDeterminant();
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if (UtilityFP32.IsZero(determinant))
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{
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return false;
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}
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float r1c1 = this.r2c2 * this.r3c3 - this.r2c3 * this.r3c2;
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float r1c2 = this.r1c3 * this.r3c2 - this.r1c2 * this.r3c3;
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float r1c3 = this.r1c2 * this.r2c3 - this.r1c3 * this.r2c2;
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float r2c1 = this.r2c3 * this.r3c1 - this.r2c1 * this.r3c3;
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float r2c2 = this.r1c1 * this.r3c3 - this.r1c3 * this.r3c1;
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float r2c3 = this.r1c3 * this.r2c1 - this.r1c1 * this.r2c3;
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float r3c1 = this.r2c1 * this.r3c2 - this.r2c2 * this.r3c1;
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float r3c2 = this.r1c2 * this.r3c1 - this.r1c1 * this.r3c2;
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float r3c3 = this.r1c1 * this.r2c2 - this.r1c2 * this.r2c1;
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float mutiplier = 1.0f / determinant;
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this.r1c1 = r1c1 * mutiplier;
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this.r1c2 = r1c2 * mutiplier;
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this.r1c3 = r1c3 * mutiplier;
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this.r2c1 = r2c1 * mutiplier;
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this.r2c2 = r2c2 * mutiplier;
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this.r2c3 = r2c3 * mutiplier;
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this.r3c1 = r3c1 * mutiplier;
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this.r3c2 = r3c2 * mutiplier;
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this.r3c3 = r3c3 * mutiplier;
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return true;
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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 SetToIdentity()
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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 SetToDiagonal(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 Set(in Matrix3x3FP32 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.r1c3 = matrix.r1c3;
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this.r2c1 = matrix.r2c1;
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this.r2c2 = matrix.r2c2;
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this.r2c3 = matrix.r2c3;
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this.r3c1 = matrix.r3c1;
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this.r3c2 = matrix.r3c2;
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this.r3c3 = matrix.r3c3;
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}
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public void Set(in Matrix3x3FP64 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.r1c3 = (float)matrix.r1c3;
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this.r2c1 = (float)matrix.r2c1;
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this.r2c2 = (float)matrix.r2c2;
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this.r2c3 = (float)matrix.r2c3;
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this.r3c1 = (float)matrix.r3c1;
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this.r3c2 = (float)matrix.r3c2;
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this.r3c3 = (float)matrix.r3c3;
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}
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public void SetRow1(float c1, float c2, float c3)
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{
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this.r1c1 = c1;
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this.r1c2 = c2;
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this.r1c3 = c3;
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}
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public void SetRow2(float c1, float c2, float c3)
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{
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this.r2c1 = c1;
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this.r2c2 = c2;
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this.r2c3 = c3;
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}
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public void SetRow3(float c1, float c2, float c3)
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{
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this.r3c1 = c1;
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this.r3c2 = c2;
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this.r3c3 = c3;
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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 SetColumn3(float r1, float r2, float r3)
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{
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this.r1c3 = r1;
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this.r2c3 = r2;
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this.r3c3 = r3;
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}
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public static void MakeTransposed(in Matrix3x3FP32 matrix, out Matrix3x3FP32 transposed)
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{
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transposed.r1c1 = matrix.r1c1;
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transposed.r2c2 = matrix.r2c2;
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transposed.r3c3 = matrix.r3c3;
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(transposed.r1c2, transposed.r2c1) = (matrix.r2c1, matrix.r1c2);
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(transposed.r1c3, transposed.r3c1) = (matrix.r3c1, matrix.r1c3);
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(transposed.r2c3, transposed.r3c2) = (matrix.r3c2, matrix.r2c3);
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}
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public static bool MakeInverted(in Matrix3x3FP32 matrix, out Matrix3x3FP32 inverted)
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{
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float determinant = matrix.GetDeterminant();
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if (UtilityFP32.IsZero(determinant)) {
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LoadZero(out inverted);
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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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float mutiplier = 1.0f / determinant;
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inverted.r1c1 = r1c1 * mutiplier;
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inverted.r1c2 = r1c2 * mutiplier;
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inverted.r1c3 = r1c3 * mutiplier;
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inverted.r2c1 = r2c1 * mutiplier;
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inverted.r2c2 = r2c2 * mutiplier;
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inverted.r2c3 = r2c3 * mutiplier;
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inverted.r3c1 = r3c1 * mutiplier;
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inverted.r3c2 = r3c2 * mutiplier;
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inverted.r3c3 = r3c3 * mutiplier;
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return true;
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}
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public static void Add(in Matrix3x3FP32 matrix1, in Matrix3x3FP32 matrix2, out Matrix3x3FP32 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.r1c3 = matrix1.r1c3 + matrix2.r1c3;
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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.r2c3 = matrix1.r2c3 + matrix2.r2c3;
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sum.r3c1 = matrix1.r3c1 + matrix2.r3c1;
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sum.r3c2 = matrix1.r3c2 + matrix2.r3c2;
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sum.r3c3 = matrix1.r3c3 + matrix2.r3c3;
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}
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public static void AddScaled(in Matrix3x3FP32 basicMatrix, in Matrix3x3FP32 scalableMatrix, float scale, out Matrix3x3FP32 sum)
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{
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sum.r1c1 = basicMatrix.r1c1 + scalableMatrix.r1c1 * scale;
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sum.r1c2 = basicMatrix.r1c2 + scalableMatrix.r1c2 * scale;
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sum.r1c3 = basicMatrix.r1c3 + scalableMatrix.r1c3 * scale;
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sum.r2c1 = basicMatrix.r2c1 + scalableMatrix.r2c1 * scale;
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sum.r2c2 = basicMatrix.r2c2 + scalableMatrix.r2c2 * scale;
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sum.r2c3 = basicMatrix.r2c3 + scalableMatrix.r2c3 * scale;
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sum.r3c1 = basicMatrix.r3c1 + scalableMatrix.r3c1 * scale;
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sum.r3c2 = basicMatrix.r3c2 + scalableMatrix.r3c2 * scale;
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sum.r3c3 = basicMatrix.r3c3 + scalableMatrix.r3c3 * scale;
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}
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public static void Subtract(in Matrix3x3FP32 minuend, in Matrix3x3FP32 subtrahend, out Matrix3x3FP32 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.r1c3 = minuend.r1c3 - subtrahend.r1c3;
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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.r2c3 = minuend.r2c3 - subtrahend.r2c3;
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difference.r3c1 = minuend.r3c1 - subtrahend.r3c1;
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difference.r3c2 = minuend.r3c2 - subtrahend.r3c2;
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difference.r3c3 = minuend.r3c3 - subtrahend.r3c3;
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}
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public static void Multiply(in Matrix3x3FP32 multiplicand, float multiplier, out Matrix3x3FP32 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.r1c3 = multiplicand.r1c3 * multiplier;
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product.r2c1 = multiplicand.r2c1 * multiplier;
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product.r2c2 = multiplicand.r2c2 * multiplier;
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product.r2c3 = multiplicand.r2c3 * multiplier;
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product.r3c1 = multiplicand.r3c1 * multiplier;
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product.r3c2 = multiplicand.r3c2 * multiplier;
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product.r3c3 = multiplicand.r3c3 * multiplier;
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}
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public static void Divide(in Matrix3x3FP32 dividend, float divisor, out Matrix3x3FP32 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 RightProduct(in Matrix3x3FP32 matrix, in Vector3FP32 vector, out Vector3FP32 result)
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{
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float x1 = matrix.r1c1 * vector.x1 + matrix.r1c2 * vector.x2 + matrix.r1c3 * vector.x3;
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float x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2 + matrix.r2c3 * vector.x3;
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float x3 = matrix.r3c1 * vector.x1 + matrix.r3c2 * vector.x2 + matrix.r3c3 * vector.x3;
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result.x1 = x1;
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result.x2 = x2;
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result.x3 = x3;
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}
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public static void LeftProduct(in Vector3FP32 vector, in Matrix3x3FP32 matrix, out Vector3FP32 result)
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{
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float x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1 + vector.x3 * matrix.r3c1;
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float x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2 + vector.x3 * matrix.r3c2;
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float x3 = vector.x1 * matrix.r1c3 + vector.x2 * matrix.r2c3 + vector.x3 * matrix.r3c3;
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result.x1 = x1;
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result.x2 = x2;
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result.x3 = x3;
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}
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public static void LoadZero(out Matrix3x3FP32 matrix)
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{
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matrix.r1c1 = 0.0f;
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matrix.r1c2 = 0.0f;
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matrix.r1c3 = 0.0f;
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matrix.r2c1 = 0.0f;
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matrix.r2c2 = 0.0f;
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matrix.r2c3 = 0.0f;
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matrix.r3c1 = 0.0f;
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matrix.r3c2 = 0.0f;
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matrix.r3c3 = 0.0f;
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}
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public static void LoadIdentity(out Matrix3x3FP32 matrix)
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{
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matrix.r1c1 = 1.0f;
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matrix.r1c2 = 0.0f;
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matrix.r1c3 = 0.0f;
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matrix.r2c1 = 0.0f;
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matrix.r2c2 = 1.0f;
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matrix.r2c3 = 0.0f;
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matrix.r3c1 = 0.0f;
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matrix.r3c2 = 0.0f;
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matrix.r3c3 = 1.0f;
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}
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public static void LoadDiagonal(float d1, float d2, float d3, out Matrix3x3FP32 matrix)
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{
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matrix.r1c1 = d1;
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matrix.r1c2 = 0.0f;
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matrix.r1c3 = 0.0f;
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matrix.r2c1 = 0.0f;
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matrix.r2c2 = d2;
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matrix.r2c3 = 0.0f;
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matrix.r3c1 = 0.0f;
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matrix.r3c2 = 0.0f;
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matrix.r3c3 = d3;
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}
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}
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}
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