bgc-net/Geometry/SPMatrix3x3.cs

606 lines
23 KiB
C#

/*
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
/*
* Author: Andrey Pokidov
* Date: 10 Feb 2019
*/
namespace Geometry
{
public struct SPMatrix3x3
{
public float r1c1, r1c2, r1c3;
public float r2c1, r2c2, r2c3;
public float r3c1, r3c2, r3c3;
public SPMatrix3x3()
{
this.r1c1 = 0.0f;
this.r1c2 = 0.0f;
this.r1c3 = 0.0f;
this.r2c1 = 0.0f;
this.r2c2 = 0.0f;
this.r2c3 = 0.0f;
this.r3c1 = 0.0f;
this.r3c2 = 0.0f;
this.r3c3 = 0.0f;
}
public SPMatrix3x3(float d1, float d2, float d3)
{
this.r1c1 = d1;
this.r1c2 = 0.0f;
this.r1c3 = 0.0f;
this.r2c1 = 0.0f;
this.r2c2 = d2;
this.r2c3 = 0.0f;
this.r3c1 = 0.0f;
this.r3c2 = 0.0f;
this.r3c3 = d3;
}
public SPMatrix3x3(in SPMatrix3x3 matrix)
{
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r1c2;
this.r1c3 = matrix.r1c3;
this.r2c1 = matrix.r2c1;
this.r2c2 = matrix.r2c2;
this.r2c3 = matrix.r2c3;
this.r3c1 = matrix.r3c1;
this.r3c2 = matrix.r3c2;
this.r3c3 = matrix.r3c3;
}
public SPMatrix3x3(in DPMatrix3x3 matrix)
{
this.r1c1 = (float)matrix.r1c1;
this.r1c2 = (float)matrix.r1c2;
this.r1c3 = (float)matrix.r1c3;
this.r2c1 = (float)matrix.r2c1;
this.r2c2 = (float)matrix.r2c2;
this.r2c3 = (float)matrix.r2c3;
this.r3c1 = (float)matrix.r3c1;
this.r3c2 = (float)matrix.r3c2;
this.r3c3 = (float)matrix.r3c3;
}
public readonly float GetDeterminant()
{
return this.r1c1 * (this.r2c2 * this.r3c3 - this.r2c3 * this.r3c2)
+ this.r1c2 * (this.r2c3 * this.r3c1 - this.r2c1 * this.r3c3)
+ this.r1c3 * (this.r2c1 * this.r3c2 - this.r2c2 * this.r3c1);
}
public readonly bool IsSingular()
{
float determinant = this.GetDeterminant();
return -SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON;
}
public void Reset()
{
this.r1c1 = 0.0f;
this.r1c2 = 0.0f;
this.r1c3 = 0.0f;
this.r2c1 = 0.0f;
this.r2c2 = 0.0f;
this.r2c3 = 0.0f;
this.r3c1 = 0.0f;
this.r3c2 = 0.0f;
this.r3c3 = 0.0f;
}
public void MakeIdentity()
{
this.r1c1 = 1.0f;
this.r1c2 = 0.0f;
this.r1c3 = 0.0f;
this.r2c1 = 0.0f;
this.r2c2 = 1.0f;
this.r2c3 = 0.0f;
this.r3c1 = 0.0f;
this.r3c2 = 0.0f;
this.r3c3 = 1.0f;
}
public void MakeDiagonal(float d1, float d2, float d3)
{
this.r1c1 = d1;
this.r1c2 = 0.0f;
this.r1c3 = 0.0f;
this.r2c1 = 0.0f;
this.r2c2 = d2;
this.r2c3 = 0.0f;
this.r2c1 = 0.0f;
this.r2c2 = 0.0f;
this.r2c3 = d3;
}
public void Transpose()
{
(this.r1c2, this.r2c1) = (this.r2c1, this.r1c2);
(this.r1c3, this.r3c1) = (this.r3c1, this.r1c3);
(this.r2c3, this.r3c2) = (this.r3c2, this.r2c3);
}
public bool Invert()
{
float determinant = this.GetDeterminant();
if (-SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON) {
return false;
}
float r1c1 = this.r2c2 * this.r3c3 - this.r2c3 * this.r3c2;
float r1c2 = this.r1c3 * this.r3c2 - this.r1c2 * this.r3c3;
float r1c3 = this.r1c2 * this.r2c3 - this.r1c3 * this.r2c2;
float r2c1 = this.r2c3 * this.r3c1 - this.r2c1 * this.r3c3;
float r2c2 = this.r1c1 * this.r3c3 - this.r1c3 * this.r3c1;
float r2c3 = this.r1c3 * this.r2c1 - this.r1c1 * this.r2c3;
float r3c1 = this.r2c1 * this.r3c2 - this.r2c2 * this.r3c1;
float r3c2 = this.r1c2 * this.r3c1 - this.r1c1 * this.r3c2;
float r3c3 = this.r1c1 * this.r2c2 - this.r1c2 * this.r2c1;
this.r1c1 = r1c1 / determinant;
this.r1c2 = r1c2 / determinant;
this.r1c3 = r1c3 / determinant;
this.r2c1 = r2c1 / determinant;
this.r2c2 = r2c2 / determinant;
this.r2c3 = r2c3 / determinant;
this.r3c1 = r3c1 / determinant;
this.r3c2 = r3c2 / determinant;
this.r3c3 = r3c3 / determinant;
return true;
}
public void MakeTransposedOf(in SPMatrix3x3 matrix)
{
this.r1c1 = matrix.r1c1;
this.r2c2 = matrix.r2c2;
this.r3c3 = matrix.r3c3;
(this.r1c2, this.r2c1) = (matrix.r2c1, matrix.r1c2);
(this.r1c3, this.r3c1) = (matrix.r3c1, matrix.r1c3);
(this.r2c3, this.r3c2) = (matrix.r3c2, matrix.r2c3);
}
public void MakeTransposedOf(in DPMatrix3x3 matrix)
{
this.r1c1 = (float)matrix.r1c1;
this.r1c2 = (float)matrix.r2c1;
this.r1c3 = (float)matrix.r3c1;
this.r2c1 = (float)matrix.r1c2;
this.r2c2 = (float)matrix.r2c2;
this.r2c3 = (float)matrix.r3c2;
this.r3c1 = (float)matrix.r1c3;
this.r3c2 = (float)matrix.r2c3;
this.r3c3 = (float)matrix.r3c3;
}
public bool MakeInvertedOf(in SPMatrix3x3 matrix)
{
float determinant = matrix.GetDeterminant();
if (-SPUtility.EPSYLON <= determinant && determinant <= SPUtility.EPSYLON) {
return false;
}
float r1c1 = matrix.r2c2 * matrix.r3c3 - matrix.r2c3 * matrix.r3c2;
float r1c2 = matrix.r1c3 * matrix.r3c2 - matrix.r1c2 * matrix.r3c3;
float r1c3 = matrix.r1c2 * matrix.r2c3 - matrix.r1c3 * matrix.r2c2;
float r2c1 = matrix.r2c3 * matrix.r3c1 - matrix.r2c1 * matrix.r3c3;
float r2c2 = matrix.r1c1 * matrix.r3c3 - matrix.r1c3 * matrix.r3c1;
float r2c3 = matrix.r1c3 * matrix.r2c1 - matrix.r1c1 * matrix.r2c3;
float r3c1 = matrix.r2c1 * matrix.r3c2 - matrix.r2c2 * matrix.r3c1;
float r3c2 = matrix.r1c2 * matrix.r3c1 - matrix.r1c1 * matrix.r3c2;
float r3c3 = matrix.r1c1 * matrix.r2c2 - matrix.r1c2 * matrix.r2c1;
this.r1c1 = r1c1 / determinant;
this.r1c2 = r1c2 / determinant;
this.r1c3 = r1c3 / determinant;
this.r2c1 = r2c1 / determinant;
this.r2c2 = r2c2 / determinant;
this.r2c3 = r2c3 / determinant;
this.r3c1 = r3c1 / determinant;
this.r3c2 = r3c2 / determinant;
this.r3c3 = r3c3 / determinant;
return true;
}
public void SetValues(in SPMatrix3x3 matrix)
{
this.r1c1 = matrix.r1c1;
this.r1c2 = matrix.r1c2;
this.r1c3 = matrix.r1c3;
this.r2c1 = matrix.r2c1;
this.r2c2 = matrix.r2c2;
this.r2c3 = matrix.r2c3;
this.r3c1 = matrix.r3c1;
this.r3c2 = matrix.r3c2;
this.r3c3 = matrix.r3c3;
}
public void SetValues(in DPMatrix3x3 matrix)
{
this.r1c1 = (float)matrix.r1c1;
this.r1c2 = (float)matrix.r1c2;
this.r1c3 = (float)matrix.r1c3;
this.r2c1 = (float)matrix.r2c1;
this.r2c2 = (float)matrix.r2c2;
this.r2c3 = (float)matrix.r2c3;
this.r3c1 = (float)matrix.r3c1;
this.r3c2 = (float)matrix.r3c2;
this.r3c3 = (float)matrix.r3c3;
}
public void SetMainDiagonal(float d1, float d2, float d3)
{
this.r1c1 = d1;
this.r2c2 = d2;
this.r3c3 = d3;
}
public void SetRow1(float c1, float c2, float c3)
{
this.r1c1 = c1;
this.r1c2 = c2;
this.r1c3 = c3;
}
public void SetRow2(float c1, float c2, float c3)
{
this.r2c1 = c1;
this.r2c2 = c2;
this.r2c3 = c3;
}
public void SetRow3(float c1, float c2, float c3)
{
this.r3c1 = c1;
this.r3c2 = c2;
this.r3c3 = c3;
}
public void SetColumn1(float r1, float r2, float r3)
{
this.r1c1 = r1;
this.r2c1 = r2;
this.r3c1 = r3;
}
public void SetColumn2(float r1, float r2, float r3)
{
this.r1c3 = r1;
this.r2c3 = r2;
this.r3c3 = r3;
}
public void SetColumn3(float r1, float r2, float r3)
{
this.r1c3 = r1;
this.r2c3 = r2;
this.r3c3 = r3;
}
public static void Add(in SPMatrix3x3 matrix1, in SPMatrix3x3 matrix2, out SPMatrix3x3 sum)
{
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1;
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2;
sum.r1c3 = matrix1.r1c3 + matrix2.r1c3;
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1;
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2;
sum.r2c3 = matrix1.r2c3 + matrix2.r2c3;
sum.r3c1 = matrix1.r3c1 + matrix2.r3c1;
sum.r3c2 = matrix1.r3c2 + matrix2.r3c2;
sum.r3c3 = matrix1.r3c3 + matrix2.r3c3;
}
public static void Add3(
in SPMatrix3x3 matrix1,
in SPMatrix3x3 matrix2,
in SPMatrix3x3 matrix3,
out SPMatrix3x3 sum
)
{
sum.r1c1 = matrix1.r1c1 + matrix2.r1c1 + matrix3.r1c1;
sum.r1c2 = matrix1.r1c2 + matrix2.r1c2 + matrix3.r1c2;
sum.r1c3 = matrix1.r1c3 + matrix2.r1c3 + matrix3.r1c3;
sum.r2c1 = matrix1.r2c1 + matrix2.r2c1 + matrix3.r2c1;
sum.r2c2 = matrix1.r2c2 + matrix2.r2c2 + matrix3.r2c2;
sum.r2c3 = matrix1.r2c3 + matrix2.r2c3 + matrix3.r2c3;
sum.r3c1 = matrix1.r3c1 + matrix2.r3c1 + matrix3.r3c1;
sum.r3c2 = matrix1.r3c2 + matrix2.r3c2 + matrix3.r3c2;
sum.r3c3 = matrix1.r3c3 + matrix2.r3c3 + matrix3.r3c3;
}
public static void Add4(
in SPMatrix3x3 matrix1,
in SPMatrix3x3 matrix2,
in SPMatrix3x3 matrix3,
in SPMatrix3x3 matrix4,
out SPMatrix3x3 sum
)
{
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1);
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2);
sum.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3);
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1);
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2);
sum.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3);
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1);
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2);
sum.r3c3 = (matrix1.r3c3 + matrix2.r3c3) + (matrix3.r3c3 + matrix4.r3c3);
}
public static void Add5(
in SPMatrix3x3 matrix1,
in SPMatrix3x3 matrix2,
in SPMatrix3x3 matrix3,
in SPMatrix3x3 matrix4,
in SPMatrix3x3 matrix5,
out SPMatrix3x3 sum
)
{
sum.r1c1 = (matrix1.r1c1 + matrix2.r1c1) + (matrix3.r1c1 + matrix4.r1c1) + matrix5.r1c1;
sum.r1c2 = (matrix1.r1c2 + matrix2.r1c2) + (matrix3.r1c2 + matrix4.r1c2) + matrix5.r1c2;
sum.r1c3 = (matrix1.r1c3 + matrix2.r1c3) + (matrix3.r1c3 + matrix4.r1c3) + matrix5.r1c3;
sum.r2c1 = (matrix1.r2c1 + matrix2.r2c1) + (matrix3.r2c1 + matrix4.r2c1) + matrix5.r2c1;
sum.r2c2 = (matrix1.r2c2 + matrix2.r2c2) + (matrix3.r2c2 + matrix4.r2c2) + matrix5.r2c2;
sum.r2c3 = (matrix1.r2c3 + matrix2.r2c3) + (matrix3.r2c3 + matrix4.r2c3) + matrix5.r2c3;
sum.r3c1 = (matrix1.r3c1 + matrix2.r3c1) + (matrix3.r3c1 + matrix4.r3c1) + matrix5.r3c1;
sum.r3c2 = (matrix1.r3c2 + matrix2.r3c2) + (matrix3.r3c2 + matrix4.r3c2) + matrix5.r3c2;
sum.r3c3 = (matrix1.r3c3 + matrix2.r3c3) + (matrix3.r3c3 + matrix4.r3c3) + matrix5.r3c3;
}
public static void Subtract(in SPMatrix3x3 minuend, in SPMatrix3x3 subtrahend, out SPMatrix3x3 difference)
{
difference.r1c1 = minuend.r1c1 - subtrahend.r1c1;
difference.r1c2 = minuend.r1c2 - subtrahend.r1c2;
difference.r1c3 = minuend.r1c3 - subtrahend.r1c3;
difference.r2c1 = minuend.r2c1 - subtrahend.r2c1;
difference.r2c2 = minuend.r2c2 - subtrahend.r2c2;
difference.r2c3 = minuend.r2c3 - subtrahend.r2c3;
difference.r3c1 = minuend.r3c1 - subtrahend.r3c1;
difference.r3c2 = minuend.r3c2 - subtrahend.r3c2;
difference.r3c3 = minuend.r3c3 - subtrahend.r3c3;
}
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 Multiply(in SPMatrix3x3 multiplicand, float multiplier, out SPMatrix3x3 product)
{
product.r1c1 = multiplicand.r1c1 * multiplier;
product.r1c2 = multiplicand.r1c2 * multiplier;
product.r1c3 = multiplicand.r1c3 * multiplier;
product.r2c1 = multiplicand.r2c1 * multiplier;
product.r2c2 = multiplicand.r2c2 * multiplier;
product.r2c3 = multiplicand.r2c3 * multiplier;
product.r3c1 = multiplicand.r3c1 * multiplier;
product.r3c2 = multiplicand.r3c2 * multiplier;
product.r3c3 = multiplicand.r3c3 * multiplier;
}
public static void Divide(in SPMatrix3x3 dividend, float divisor, out SPMatrix3x3 quotient)
{
quotient.r1c1 = dividend.r1c1 / divisor;
quotient.r1c2 = dividend.r1c2 / divisor;
quotient.r1c3 = dividend.r1c3 / divisor;
quotient.r2c1 = dividend.r2c1 / divisor;
quotient.r2c2 = dividend.r2c2 / divisor;
quotient.r2c3 = dividend.r2c3 / divisor;
quotient.r3c1 = dividend.r3c1 / divisor;
quotient.r3c2 = dividend.r3c2 / divisor;
quotient.r3c3 = dividend.r3c3 / divisor;
}
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;
float x2 = matrix.r2c1 * vector.x1 + matrix.r2c2 * vector.x2 + matrix.r2c3 * vector.x3;
float x3 = matrix.r3c1 * vector.x1 + matrix.r3c2 * vector.x2 + matrix.r3c3 * vector.x3;
result.x1 = x1;
result.x2 = x2;
result.x3 = x3;
}
public static void GetLeftProduct(in SPVector3 vector, in SPMatrix3x3 matrix, out SPVector3 result)
{
float x1 = vector.x1 * matrix.r1c1 + vector.x2 * matrix.r2c1 + vector.x3 * matrix.r3c1;
float x2 = vector.x1 * matrix.r1c2 + vector.x2 * matrix.r2c2 + vector.x3 * matrix.r3c2;
float x3 = vector.x1 * matrix.r1c3 + vector.x2 * matrix.r2c3 + vector.x3 * matrix.r3c3;
result.x1 = x1;
result.x2 = x2;
result.x3 = x3;
}
public static void LoadZero(out SPMatrix3x3 matrix)
{
matrix.r1c1 = 0.0f;
matrix.r1c2 = 0.0f;
matrix.r1c3 = 0.0f;
matrix.r2c1 = 0.0f;
matrix.r2c2 = 0.0f;
matrix.r2c3 = 0.0f;
matrix.r3c1 = 0.0f;
matrix.r3c2 = 0.0f;
matrix.r3c3 = 0.0f;
}
public static void LoadIdentity(out SPMatrix3x3 matrix)
{
matrix.r1c1 = 1.0f;
matrix.r1c2 = 0.0f;
matrix.r1c3 = 0.0f;
matrix.r2c1 = 0.0f;
matrix.r2c2 = 1.0f;
matrix.r2c3 = 0.0f;
matrix.r3c1 = 0.0f;
matrix.r3c2 = 0.0f;
matrix.r3c3 = 1.0f;
}
public static void LoadDiagonal(float d1, float d2, float d3, out SPMatrix3x3 matrix)
{
matrix.r1c1 = d1;
matrix.r1c2 = 0.0f;
matrix.r1c3 = 0.0f;
matrix.r2c1 = 0.0f;
matrix.r2c2 = d2;
matrix.r2c3 = 0.0f;
matrix.r3c1 = 0.0f;
matrix.r3c2 = 0.0f;
matrix.r3c3 = d3;
}
}
}