310 lines
11 KiB
C#
310 lines
11 KiB
C#
/*
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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 Geometry
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{
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public struct DPMatrix2x3
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{
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public double r1c1, r1c2;
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public double r2c1, r2c2;
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public double r3c1, r3c2;
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public DPMatrix2x3()
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{
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this.r1c1 = 0.0;
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this.r1c2 = 0.0;
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this.r2c1 = 0.0;
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this.r2c2 = 0.0;
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this.r3c1 = 0.0;
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this.r3c2 = 0.0;
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}
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public DPMatrix2x3(in DPMatrix2x3 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 DPMatrix2x3(in SPMatrix2x3 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 DPMatrix2x3(in DPMatrix3x2 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 DPMatrix2x3(in SPMatrix3x2 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 Reset()
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{
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this.r1c1 = 0.0;
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this.r1c2 = 0.0;
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this.r2c1 = 0.0;
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this.r2c2 = 0.0;
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this.r3c1 = 0.0;
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this.r3c2 = 0.0;
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}
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public void SetValues(in DPMatrix2x3 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 SPMatrix2x3 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 SetTransposed(in DPMatrix3x2 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 SPMatrix3x2 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 SetRow1(double c1, double 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(double c1, double 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(double c1, double 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(double r1, double r2, double 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(double r1, double r2, double r3)
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{
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this.r1c2 = r1;
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this.r2c2 = r2;
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this.r3c2 = r3;
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}
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public static void Add(in DPMatrix2x3 matrix1, in DPMatrix2x3 matrix2, out DPMatrix2x3 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 DPMatrix2x3 minuend, in DPMatrix2x3 subtrahend, out DPMatrix2x3 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 DPMatrix2x3 multiplicand, double multiplier, out DPMatrix2x3 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 DPMatrix2x3 dividend, double divisor, out DPMatrix2x3 quotient)
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{
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quotient.r1c1 = dividend.r1c1 / divisor;
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quotient.r1c2 = dividend.r1c2 / divisor;
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quotient.r2c1 = dividend.r2c1 / divisor;
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quotient.r2c2 = dividend.r2c2 / divisor;
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quotient.r3c1 = dividend.r3c1 / divisor;
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quotient.r3c2 = dividend.r3c2 / divisor;
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}
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public static void GetWeightedSum2(
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double weight1, in DPMatrix2x3 matrix1,
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double weight2, in DPMatrix2x3 matrix2,
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out DPMatrix2x3 sum)
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{
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sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2;
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sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2;
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sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2;
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sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2;
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sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2;
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sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2;
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}
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public static void GetWeightedSum3(
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double weight1, in DPMatrix2x3 matrix1,
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double weight2, in DPMatrix2x3 matrix2,
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double weight3, in DPMatrix2x3 matrix3,
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out DPMatrix2x3 sum)
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{
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sum.r1c1 = matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2 + matrix3.r1c1 * weight3;
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sum.r1c2 = matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2 + matrix3.r1c2 * weight3;
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sum.r2c1 = matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2 + matrix3.r2c1 * weight3;
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sum.r2c2 = matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2 + matrix3.r2c2 * weight3;
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sum.r3c1 = matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2 + matrix3.r3c1 * weight3;
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sum.r3c2 = matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2 + matrix3.r3c2 * weight3;
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}
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public static void GetWeightedSum4(
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double weight1, in DPMatrix2x3 matrix1,
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double weight2, in DPMatrix2x3 matrix2,
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double weight3, in DPMatrix2x3 matrix3,
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double weight4, in DPMatrix2x3 matrix4,
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out DPMatrix2x3 sum)
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{
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sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4);
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sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4);
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sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4);
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sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4);
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sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4);
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sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4);
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}
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public static void GetWeightedSum5(
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double weight1, in DPMatrix2x3 matrix1,
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double weight2, in DPMatrix2x3 matrix2,
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double weight3, in DPMatrix2x3 matrix3,
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double weight4, in DPMatrix2x3 matrix4,
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double weight5, in DPMatrix2x3 matrix5,
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out DPMatrix2x3 sum)
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{
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sum.r1c1 = (matrix1.r1c1 * weight1 + matrix2.r1c1 * weight2) + (matrix3.r1c1 * weight3 + matrix4.r1c1 * weight4) + matrix5.r1c1 * weight5;
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sum.r1c2 = (matrix1.r1c2 * weight1 + matrix2.r1c2 * weight2) + (matrix3.r1c2 * weight3 + matrix4.r1c2 * weight4) + matrix5.r1c2 * weight5;
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sum.r2c1 = (matrix1.r2c1 * weight1 + matrix2.r2c1 * weight2) + (matrix3.r2c1 * weight3 + matrix4.r2c1 * weight4) + matrix5.r2c1 * weight5;
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sum.r2c2 = (matrix1.r2c2 * weight1 + matrix2.r2c2 * weight2) + (matrix3.r2c2 * weight3 + matrix4.r2c2 * weight4) + matrix5.r2c2 * weight5;
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sum.r3c1 = (matrix1.r3c1 * weight1 + matrix2.r3c1 * weight2) + (matrix3.r3c1 * weight3 + matrix4.r3c1 * weight4) + matrix5.r3c1 * weight5;
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sum.r3c2 = (matrix1.r3c2 * weight1 + matrix2.r3c2 * weight2) + (matrix3.r3c2 * weight3 + matrix4.r3c2 * weight4) + matrix5.r3c2 * weight5;
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}
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public static void GetRightProduct(in DPMatrix2x3 matrix, in DPVector2 vector, out DPVector3 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 DPVector3 vector, in DPMatrix2x3 matrix, out DPVector2 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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