Daily update 2 on 20240228 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Matrix32.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Internal.Intrinsic;
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace StgSharp.Math
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{
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[StructLayout(
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LayoutKind.Explicit,
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Size = ( 5 * 4 * sizeof( float ) ) + sizeof( bool ),
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Pack = 16 )]
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public struct Matrix32 : IMat
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{
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[FieldOffset( 5 * 4 * sizeof( float ) )] internal bool isTransposed;
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[FieldOffset( 0 )] internal ColumnSet2 mat;
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[FieldOffset( 2 * 4 * sizeof( float ) )] internal ColumnSet3 transpose;
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[FieldOffset( 0 )] internal Vec3 colum0;
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[FieldOffset( 4 * 4 )] internal Vec3 colum1;
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public Matrix32()
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{
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Unsafe.SkipInit(out this);
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isTransposed = false;
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}
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internal Matrix32( Vector4 c0, Vector4 c1 )
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{
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Unsafe.SkipInit(out this);
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isTransposed = false;
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mat.colum0 = c0;
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mat.colum1 = c1;
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}
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public unsafe Matrix32(
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float a00,
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float a01,
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float a10,
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float a11,
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float a20,
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float a21 )
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{
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Unsafe.SkipInit(out this);
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isTransposed = false;
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mat.colum0 = new Vector4( a00, a10, a20, 0 );
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mat.colum1 = new Vector4( a01, a11, a21, 0 );
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}
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public unsafe float this[ int rowNum, int columNum ]
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{
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get
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{
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if( ( rowNum > 2 ) || ( rowNum < 0 ) ) {
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throw new ArgumentOutOfRangeException( nameof( columNum ) );
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}
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if( ( columNum > 1 ) || ( columNum < 0 ) ) {
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throw new ArgumentOutOfRangeException( nameof( columNum ) );
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}
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InternalTranspose();
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fixed( float* p = &this.transpose.m00 ) {
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ulong pbit = ( ( ulong )p ) + ( ( ( ulong )sizeof( Vector4 ) ) * ( ( ulong )rowNum ) ) + ( ( ( ulong )sizeof( float ) ) * ( ( ulong )columNum ) );
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return *( float* )pbit;
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}
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}
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set
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{
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if( ( rowNum > 2 ) || ( rowNum < 0 ) ) {
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throw new ArgumentOutOfRangeException( nameof( columNum ) );
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}
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if( ( columNum > 1 ) || ( columNum < 0 ) ) {
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throw new ArgumentOutOfRangeException( nameof( columNum ) );
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}
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InternalTranspose();
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fixed( float* p = &this.transpose.m00 ) {
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ulong pbit = ( ( ulong )p ) + ( ( ( ulong )sizeof( Vector4 ) ) * ( ( ulong )rowNum ) ) + ( ( ( ulong )sizeof( float ) ) * ( ( ulong )columNum ) );
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*( float* )pbit = value;
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}
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isTransposed = false;
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}
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}
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public Vec3 VerticalVecMultiply( Vec2 vec )
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{
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return ( colum0 * vec.X ) + ( colum1 * vec.Y );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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internal unsafe void InternalTranspose()
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{
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if( !isTransposed ) {
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fixed( ColumnSet2* source = &this.mat ) {
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fixed( ColumnSet3* target = &this.transpose ) {
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InternalIO.Intrinsic.transpose23( source, target );
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}
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}
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isTransposed = true;
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}
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Matrix32 operator -( Matrix32 left, Matrix32 right )
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{
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return new Matrix32(
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left.mat.colum0 - right.mat.colum0,
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left.mat.colum1 - right.mat.colum1 );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Matrix32 operator *( Matrix32 mat, float value )
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{
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return new Matrix32(
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mat.mat.colum0 * value, mat.mat.colum1 * value );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Matrix32 operator *( Matrix32 left, Matrix22 right )
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{
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left.InternalTranspose();
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return new Matrix32(
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Vector4.Dot( left.transpose.colum0, right._mat.colum0 ),
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Vector4.Dot( left.transpose.colum0, right._mat.colum1 ),
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Vector4.Dot( left.transpose.colum1, right._mat.colum0 ),
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Vector4.Dot( left.transpose.colum1, right._mat.colum1 ),
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Vector4.Dot( left.transpose.colum2, right._mat.colum0 ),
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Vector4.Dot( left.transpose.colum2, right._mat.colum1 ) );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Matrix33 operator *( Matrix32 left, Matrix23 right )
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{
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left.InternalTranspose();
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return new Matrix33(
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Vector4.Dot( left.transpose.colum0, right._mat.colum0 ),
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Vector4.Dot( left.transpose.colum0, right._mat.colum1 ),
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Vector4.Dot( left.transpose.colum0, right._mat.colum2 ),
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Vector4.Dot( left.transpose.colum1, right._mat.colum0 ),
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Vector4.Dot( left.transpose.colum1, right._mat.colum1 ),
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Vector4.Dot( left.transpose.colum1, right._mat.colum2 ),
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Vector4.Dot( left.transpose.colum2, right._mat.colum0 ),
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Vector4.Dot( left.transpose.colum2, right._mat.colum1 ),
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Vector4.Dot( left.transpose.colum2, right._mat.colum2 ) );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Matrix34 operator *( Matrix32 left, Matrix24 right )
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{
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left.InternalTranspose();
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return new Matrix34(
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Vector4.Dot( left.transpose.colum0, right.mat.colum0 ),
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Vector4.Dot( left.transpose.colum0, right.mat.colum1 ),
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Vector4.Dot( left.transpose.colum0, right.mat.colum2 ),
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Vector4.Dot( left.transpose.colum0, right.mat.colum3 ),
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Vector4.Dot( left.transpose.colum1, right.mat.colum0 ),
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Vector4.Dot( left.transpose.colum1, right.mat.colum1 ),
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Vector4.Dot( left.transpose.colum1, right.mat.colum2 ),
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Vector4.Dot( left.transpose.colum1, right.mat.colum3 ),
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Vector4.Dot( left.transpose.colum2, right.mat.colum0 ),
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Vector4.Dot( left.transpose.colum2, right.mat.colum1 ),
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Vector4.Dot( left.transpose.colum2, right.mat.colum2 ),
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Vector4.Dot( left.transpose.colum2, right.mat.colum3 ) );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static Matrix32 operator /( Matrix32 mat, float value )
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{
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return new Matrix32(
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mat.mat.colum0 / value, mat.mat.colum1 / value );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public static unsafe Matrix32 operator +( Matrix32 left, Matrix32 right )
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{
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Matrix32 ret = new Matrix32();
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InternalIO.Intrinsic.add_mat_2(&left.mat, &right.mat, &ret.mat);
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return ret;
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}
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}
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}
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