public Mat3 Transpose() { Mat3 m = new Mat3(); m.Set(m00, m10, m20, m01, m11, m21, m02, m12, m22); return(m); }
public static void GetSymmetricSvd(ref SMat3 a, ref SMat3 vtav, ref Mat3 v, float tol, int max_sweeps) { vtav.SetSymmetric(a); v.Set(1, 0, 0, 0, 1, 0, 0, 0, 1); float delta = tol * vtav.Fnorm(); for (int i = 0; i < max_sweeps && vtav.Off() > delta; i++) { Rotate01(ref vtav, ref v); Rotate02(ref vtav, ref v); Rotate12(ref vtav, ref v); } }
public static Mat3 operator *(Mat3 a, Mat3 b) { Mat3 m = new Mat3(); m.Set(a.m00 * b.m00 + a.m01 * b.m10 + a.m02 * b.m20, a.m00 * b.m01 + a.m01 * b.m11 + a.m02 * b.m21, a.m00 * b.m02 + a.m01 * b.m12 + a.m02 * b.m22, a.m10 * b.m00 + a.m11 * b.m10 + a.m12 * b.m20, a.m10 * b.m01 + a.m11 * b.m11 + a.m12 * b.m21, a.m10 * b.m02 + a.m11 * b.m12 + a.m12 * b.m22, a.m20 * b.m00 + a.m21 * b.m10 + a.m22 * b.m20, a.m20 * b.m01 + a.m21 * b.m11 + a.m22 * b.m21, a.m20 * b.m02 + a.m21 * b.m12 + a.m22 * b.m22); return m; }
public static Mat3 operator *(Mat3 a, Mat3 b) { Mat3 m = new Mat3(); m.Set(a.m00 * b.m00 + a.m01 * b.m10 + a.m02 * b.m20, a.m00 * b.m01 + a.m01 * b.m11 + a.m02 * b.m21, a.m00 * b.m02 + a.m01 * b.m12 + a.m02 * b.m22, a.m10 * b.m00 + a.m11 * b.m10 + a.m12 * b.m20, a.m10 * b.m01 + a.m11 * b.m11 + a.m12 * b.m21, a.m10 * b.m02 + a.m11 * b.m12 + a.m12 * b.m22, a.m20 * b.m00 + a.m21 * b.m10 + a.m22 * b.m20, a.m20 * b.m01 + a.m21 * b.m11 + a.m22 * b.m21, a.m20 * b.m02 + a.m21 * b.m12 + a.m22 * b.m22); return(m); }
public static Mat3 PseudoInverse(SMat3 d, Mat3 v, float tol) { Mat3 m = new Mat3(); float d0 = Pinv(d.m00, tol), d1 = Pinv(d.m11, tol), d2 = Pinv(d.m22, tol); m.Set(v.m00 * d0 * v.m00 + v.m01 * d1 * v.m01 + v.m02 * d2 * v.m02, v.m00 * d0 * v.m10 + v.m01 * d1 * v.m11 + v.m02 * d2 * v.m12, v.m00 * d0 * v.m20 + v.m01 * d1 * v.m21 + v.m02 * d2 * v.m22, v.m10 * d0 * v.m00 + v.m11 * d1 * v.m01 + v.m12 * d2 * v.m02, v.m10 * d0 * v.m10 + v.m11 * d1 * v.m11 + v.m12 * d2 * v.m12, v.m10 * d0 * v.m20 + v.m11 * d1 * v.m21 + v.m12 * d2 * v.m22, v.m20 * d0 * v.m00 + v.m21 * d1 * v.m01 + v.m22 * d2 * v.m02, v.m20 * d0 * v.m10 + v.m21 * d1 * v.m11 + v.m22 * d2 * v.m12, v.m20 * d0 * v.m20 + v.m21 * d1 * v.m21 + v.m22 * d2 * v.m22); return m; }
public static Mat3 PseudoInverse(SMat3 d, Mat3 v, float tol) { Mat3 m = new Mat3(); float d0 = Pinv(d.m00, tol), d1 = Pinv(d.m11, tol), d2 = Pinv(d.m22, tol); m.Set(v.m00 * d0 * v.m00 + v.m01 * d1 * v.m01 + v.m02 * d2 * v.m02, v.m00 * d0 * v.m10 + v.m01 * d1 * v.m11 + v.m02 * d2 * v.m12, v.m00 * d0 * v.m20 + v.m01 * d1 * v.m21 + v.m02 * d2 * v.m22, v.m10 * d0 * v.m00 + v.m11 * d1 * v.m01 + v.m12 * d2 * v.m02, v.m10 * d0 * v.m10 + v.m11 * d1 * v.m11 + v.m12 * d2 * v.m12, v.m10 * d0 * v.m20 + v.m11 * d1 * v.m21 + v.m12 * d2 * v.m22, v.m20 * d0 * v.m00 + v.m21 * d1 * v.m01 + v.m22 * d2 * v.m02, v.m20 * d0 * v.m10 + v.m21 * d1 * v.m11 + v.m22 * d2 * v.m12, v.m20 * d0 * v.m20 + v.m21 * d1 * v.m21 + v.m22 * d2 * v.m22); return(m); }
public Mat3 Transpose() { Mat3 m = new Mat3(); m.Set(m00, m10, m20, m01, m11, m21, m02, m12, m22); return m; }