コード例 #1
0
 public static void Scale(ref Triangular3x3Wide m, ref Vector <float> scale, out Triangular3x3Wide result)
 {
     result.M11 = m.M11 * scale;
     result.M21 = m.M21 * scale;
     result.M22 = m.M22 * scale;
     result.M31 = m.M31 * scale;
     result.M32 = m.M32 * scale;
     result.M33 = m.M33 * scale;
 }
コード例 #2
0
 public static void Add(ref Triangular3x3Wide a, ref Triangular3x3Wide b, out Triangular3x3Wide sum)
 {
     sum.M11 = a.M11 + b.M11;
     sum.M21 = a.M21 + b.M21;
     sum.M22 = a.M22 + b.M22;
     sum.M31 = a.M31 + b.M31;
     sum.M32 = a.M32 + b.M32;
     sum.M33 = a.M33 + b.M33;
 }
コード例 #3
0
        public static void VectorSandwich(ref Vector3Wide v, ref Triangular3x3Wide m, out Vector <float> sandwich)
        {
            //This isn't actually fewer flops than the equivalent explicit operation, but it does avoid some struct locals and it's a pretty common operation.
            //(And at the moment, avoiding struct locals is unfortunately helpful for codegen reasons.)
            var x = v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31;
            var y = v.X * m.M21 + v.Y * m.M22 + v.Z * m.M32;
            var z = v.X * m.M31 + v.Y * m.M32 + v.Z * m.M33;

            sandwich = x * v.X + y * v.Y + z * v.Z;
        }
コード例 #4
0
        public static void MatrixSandwich(ref Matrix2x3Wide m, ref Triangular3x3Wide t, out Triangular2x2Wide result)
        {
            var i11 = m.X.X * t.M11 + m.X.Y * t.M21 + m.X.Z * t.M31;
            var i12 = m.X.X * t.M21 + m.X.Y * t.M22 + m.X.Z * t.M32;
            var i13 = m.X.X * t.M31 + m.X.Y * t.M32 + m.X.Z * t.M33;
            var i21 = m.Y.X * t.M11 + m.Y.Y * t.M21 + m.Y.Z * t.M31;
            var i22 = m.Y.X * t.M21 + m.Y.Y * t.M22 + m.Y.Z * t.M32;
            var i23 = m.Y.X * t.M31 + m.Y.Y * t.M32 + m.Y.Z * t.M33;

            result.M11 = i11 * m.X.X + i12 * m.X.Y + i13 * m.X.Z;
            result.M21 = i21 * m.X.X + i22 * m.X.Y + i23 * m.X.Z;
            result.M22 = i21 * m.Y.X + i22 * m.Y.Y + i23 * m.Y.Z;
        }
コード例 #5
0
        public static void SymmetricInvert(ref Triangular3x3Wide m, out Triangular3x3Wide inverse)
        {
            var m11 = m.M22 * m.M33 - m.M32 * m.M32;
            var m21 = m.M32 * m.M31 - m.M33 * m.M21;
            var m31 = m.M21 * m.M32 - m.M31 * m.M22;
            var determinantInverse = Vector <float> .One / (m11 * m.M11 + m21 * m.M21 + m31 * m.M31);

            var m22 = m.M33 * m.M11 - m.M31 * m.M31;
            var m32 = m.M31 * m.M21 - m.M11 * m.M32;

            var m33 = m.M11 * m.M22 - m.M21 * m.M21;

            inverse.M11 = m11 * determinantInverse;
            inverse.M21 = m21 * determinantInverse;
            inverse.M31 = m31 * determinantInverse;
            inverse.M22 = m22 * determinantInverse;
            inverse.M32 = m32 * determinantInverse;
            inverse.M33 = m33 * determinantInverse;
        }
コード例 #6
0
        public static void RotationSandwich(ref Matrix3x3Wide r, ref Triangular3x3Wide m, out Triangular3x3Wide sandwich)
        {
            var i11 = r.X.X * m.M11 + r.Y.X * m.M21 + r.Z.X * m.M31;
            var i12 = r.X.X * m.M21 + r.Y.X * m.M22 + r.Z.X * m.M32;
            var i13 = r.X.X * m.M31 + r.Y.X * m.M32 + r.Z.X * m.M33;

            var i21 = r.X.Y * m.M11 + r.Y.Y * m.M21 + r.Z.Y * m.M31;
            var i22 = r.X.Y * m.M21 + r.Y.Y * m.M22 + r.Z.Y * m.M32;
            var i23 = r.X.Y * m.M31 + r.Y.Y * m.M32 + r.Z.Y * m.M33;

            var i31 = r.X.Z * m.M11 + r.Y.Z * m.M21 + r.Z.Z * m.M31;
            var i32 = r.X.Z * m.M21 + r.Y.Z * m.M22 + r.Z.Z * m.M32;
            var i33 = r.X.Z * m.M31 + r.Y.Z * m.M32 + r.Z.Z * m.M33;

            sandwich.M11 = i11 * r.X.X + i12 * r.Y.X + i13 * r.Z.X;
            sandwich.M21 = i21 * r.X.X + i22 * r.Y.X + i23 * r.Z.X;
            sandwich.M22 = i21 * r.X.Y + i22 * r.Y.Y + i23 * r.Z.Y;
            sandwich.M31 = i31 * r.X.X + i32 * r.Y.X + i33 * r.Z.X;
            sandwich.M32 = i31 * r.X.Y + i32 * r.Y.Y + i33 * r.Z.Y;
            sandwich.M33 = i31 * r.X.Z + i32 * r.Y.Z + i33 * r.Z.Z;
        }
コード例 #7
0
        public static void SkewSandwichWithoutOverlap(ref Vector3Wide v, ref Triangular3x3Wide m, out Triangular3x3Wide sandwich)
        {
            //27 muls, 15 adds.
            var x32 = v.X * m.M32;
            var y31 = v.Y * m.M31;
            var z21 = v.Z * m.M21;
            var i11 = y31 - z21;
            var i12 = v.Y * m.M32 - v.Z * m.M22;
            var i13 = v.Y * m.M33 - v.Z * m.M32;
            var i21 = v.Z * m.M11 - v.X * m.M31;
            var i22 = z21 - x32;
            var i23 = v.Z * m.M31 - v.X * m.M33;
            var i31 = v.X * m.M21 - v.Y * m.M11;
            var i32 = v.X * m.M22 - v.Y * m.M21;
            var i33 = x32 - y31;

            sandwich.M11 = v.Y * i13 - v.Z * i12;
            sandwich.M21 = v.Y * i23 - v.Z * i22;
            sandwich.M22 = v.Z * i21 - v.X * i23;
            sandwich.M31 = v.Y * i33 - v.Z * i32;
            sandwich.M32 = v.Z * i31 - v.X * i33;
            sandwich.M33 = v.X * i32 - v.Y * i31;
        }
コード例 #8
0
 public static void TransformBySymmetricWithoutOverlap(ref Vector3Wide v, ref Triangular3x3Wide m, out Vector3Wide result)
 {
     result.X = v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31;
     result.Y = v.X * m.M21 + v.Y * m.M22 + v.Z * m.M32;
     result.Z = v.X * m.M31 + v.Y * m.M32 + v.Z * m.M33;
 }