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https://github.com/libretro/scummvm.git
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248 lines
7.4 KiB
C++
248 lines
7.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MATH_MATRIX4_H
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#define MATH_MATRIX4_H
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#include "math/rotation3d.h"
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#include "math/squarematrix.h"
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#include "math/vector3d.h"
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#include "math/vector4d.h"
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#include "math/matrix3.h"
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namespace Math {
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// matrix 4 is a rotation matrix + position
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template<>
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class Matrix<4, 4> : public MatrixType<4, 4>, public Rotation3D<Matrix<4, 4> > {
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public:
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Matrix();
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Matrix(const MatrixBase<4, 4> &m);
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Matrix(const Angle &first, const Angle &second, const Angle &third, EulerOrder order) { buildFromEuler(first, second, third, order); }
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void transform(Vector3d *v, bool translate) const;
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Vector3d getPosition() const;
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void setPosition(const Vector3d &v);
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Matrix3 getRotation() const;
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void setRotation(const Matrix3 &m);
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void translate(const Vector3d &v);
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/**
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* Builds a matrix that maps the given local space forward direction vector to point towards the given
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* target direction, and the given local up direction towards the given target world up direction.
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*
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* @param modelForward The forward direction in the local space of the object.
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* @param targetDirection The desired world space direction the object should look at.
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* @param modelUp The up direction in the local space of the object. This vector must be
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* perpendicular to the vector localForward.
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* @param worldUp The global up direction of the scene in world space. The worldUp and targetDirection
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* vectors cannot be collinear, but they do not need to be perpendicular either.
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* All the parameters MUST be normalized.
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*/
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void buildFromTargetDir(const Math::Vector3d &modelForward, const Math::Vector3d &targetDirection,
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const Math::Vector3d &modelUp, const Math::Vector3d &worldUp);
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/**
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* Inverts a matrix in place.
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* This function avoid having to do generic Gaussian elimination on the matrix
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* by assuming that the top-left 3x3 part of the matrix is orthonormal
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* (columns and rows 0, 1 and 2 orthogonal and unit length).
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* See e.g. Eric Lengyel's Mathematics for 3D Game Programming and Computer Graphics, p. 82.
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*/
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void invertAffineOrthonormal();
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void transpose();
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inline Matrix<4, 4> operator*(const Matrix<4, 4> &m2) const {
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Matrix<4, 4> result;
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const float *d1 = getData();
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const float *d2 = m2.getData();
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float *r = result.getData();
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for (int i = 0; i < 16; i += 4) {
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for (int j = 0; j < 4; ++j) {
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r[i + j] = (d1[i + 0] * d2[j + 0]) +
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(d1[i + 1] * d2[j + 4]) +
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(d1[i + 2] * d2[j + 8]) +
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(d1[i + 3] * d2[j + 12]);
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}
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}
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return result;
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}
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inline Vector4d transform(const Vector4d &v) const {
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Vector4d result;
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const float *d1 = getData();
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const float *d2 = v.getData();
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float *r = result.getData();
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for (int i = 0; i < 4; i++) {
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r[i] = d2[0] * d1[0 * 4 + i] +
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d2[1] * d1[1 * 4 + i] +
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d2[2] * d1[2 * 4 + i] +
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d2[3] * d1[3 * 4 + i];
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}
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return result;
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}
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inline bool inverse() {
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Matrix<4, 4> invMatrix;
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float *inv = invMatrix.getData();
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float *m = getData();
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inv[0] = m[5] * m[10] * m[15] -
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m[5] * m[11] * m[14] -
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m[9] * m[6] * m[15] +
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m[9] * m[7] * m[14] +
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m[13] * m[6] * m[11] -
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m[13] * m[7] * m[10];
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inv[4] = -m[4] * m[10] * m[15] +
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m[4] * m[11] * m[14] +
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m[8] * m[6] * m[15] -
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m[8] * m[7] * m[14] -
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m[12] * m[6] * m[11] +
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m[12] * m[7] * m[10];
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inv[8] = m[4] * m[9] * m[15] -
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m[4] * m[11] * m[13] -
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m[8] * m[5] * m[15] +
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m[8] * m[7] * m[13] +
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m[12] * m[5] * m[11] -
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m[12] * m[7] * m[9];
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inv[12] = -m[4] * m[9] * m[14] +
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m[4] * m[10] * m[13] +
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m[8] * m[5] * m[14] -
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m[8] * m[6] * m[13] -
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m[12] * m[5] * m[10] +
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m[12] * m[6] * m[9];
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inv[1] = -m[1] * m[10] * m[15] +
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m[1] * m[11] * m[14] +
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m[9] * m[2] * m[15] -
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m[9] * m[3] * m[14] -
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m[13] * m[2] * m[11] +
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m[13] * m[3] * m[10];
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inv[5] = m[0] * m[10] * m[15] -
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m[0] * m[11] * m[14] -
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m[8] * m[2] * m[15] +
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m[8] * m[3] * m[14] +
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m[12] * m[2] * m[11] -
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m[12] * m[3] * m[10];
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inv[9] = -m[0] * m[9] * m[15] +
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m[0] * m[11] * m[13] +
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m[8] * m[1] * m[15] -
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m[8] * m[3] * m[13] -
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m[12] * m[1] * m[11] +
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m[12] * m[3] * m[9];
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inv[13] = m[0] * m[9] * m[14] -
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m[0] * m[10] * m[13] -
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m[8] * m[1] * m[14] +
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m[8] * m[2] * m[13] +
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m[12] * m[1] * m[10] -
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m[12] * m[2] * m[9];
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inv[2] = m[1] * m[6] * m[15] -
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m[1] * m[7] * m[14] -
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m[5] * m[2] * m[15] +
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m[5] * m[3] * m[14] +
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m[13] * m[2] * m[7] -
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m[13] * m[3] * m[6];
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inv[6] = -m[0] * m[6] * m[15] +
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m[0] * m[7] * m[14] +
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m[4] * m[2] * m[15] -
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m[4] * m[3] * m[14] -
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m[12] * m[2] * m[7] +
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m[12] * m[3] * m[6];
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inv[10] = m[0] * m[5] * m[15] -
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m[0] * m[7] * m[13] -
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m[4] * m[1] * m[15] +
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m[4] * m[3] * m[13] +
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m[12] * m[1] * m[7] -
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m[12] * m[3] * m[5];
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inv[14] = -m[0] * m[5] * m[14] +
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m[0] * m[6] * m[13] +
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m[4] * m[1] * m[14] -
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m[4] * m[2] * m[13] -
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m[12] * m[1] * m[6] +
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m[12] * m[2] * m[5];
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inv[3] = -m[1] * m[6] * m[11] +
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m[1] * m[7] * m[10] +
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m[5] * m[2] * m[11] -
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m[5] * m[3] * m[10] -
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m[9] * m[2] * m[7] +
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m[9] * m[3] * m[6];
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inv[7] = m[0] * m[6] * m[11] -
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m[0] * m[7] * m[10] -
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m[4] * m[2] * m[11] +
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m[4] * m[3] * m[10] +
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m[8] * m[2] * m[7] -
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m[8] * m[3] * m[6];
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inv[11] = -m[0] * m[5] * m[11] +
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m[0] * m[7] * m[9] +
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m[4] * m[1] * m[11] -
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m[4] * m[3] * m[9] -
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m[8] * m[1] * m[7] +
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m[8] * m[3] * m[5];
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inv[15] = m[0] * m[5] * m[10] -
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m[0] * m[6] * m[9] -
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m[4] * m[1] * m[10] +
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m[4] * m[2] * m[9] +
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m[8] * m[1] * m[6] -
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m[8] * m[2] * m[5];
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float det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
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if (det == 0)
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return false;
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det = 1.0 / det;
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for (int i = 0; i < 16; i++) {
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m[i] = inv[i] * det;
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}
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return true;
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}
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};
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typedef Matrix<4, 4> Matrix4;
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} // end of namespace Math
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#endif
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