TINYGL: Fixed a few mistakes during the refactoring.
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c1040a9cdf
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7 changed files with 135 additions and 87 deletions
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@ -7,7 +7,6 @@ namespace TinyGL {
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// Inversion of a general nxn matrix.
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// Note : m is destroyed
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int Matrix_Inv(float *r, float *m, int n) {
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int k;
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float max, tmp, t;
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@ -64,6 +63,87 @@ int Matrix_Inv(float *r, float *m, int n) {
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return 0;
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}
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/*
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// inversion of a 4x4 matrix
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void gl_M4_Inv(M4 *a, const M4 *b) {
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M4 tmp;
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memcpy(&tmp, b, 16 * sizeof(float));
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//tmp = *b
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Matrix_Inv(&a->m[0][0], &tmp.m[0][0], 4);
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}
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void gl_M4_Rotate(M4 *a, float t, int u) {
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float s, c;
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int v, w;
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if ((v = u + 1) > 2)
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v = 0;
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if ((w = v + 1) > 2)
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w = 0;
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s = sin(t);
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c = cos(t);
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gl_M4_Id(a);
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a->m[v][v] = c;
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a->m[v][w] = -s;
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a->m[w][v] = s;
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a->m[w][w] = c;
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}
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/*
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// inverse of a 3x3 matrix
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void gl_M3_Inv(M3 *a, const M3 *m) {
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float det;
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det = m->m[0][0] * m->m[1][1] * m->m[2][2] - m->m[0][0] * m->m[1][2] * m->m[2][1] -
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m->m[1][0] * m->m[0][1] * m->m[2][2] + m->m[1][0] * m->m[0][2] * m->m[2][1] +
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m->m[2][0] * m->m[0][1] * m->m[1][2] - m->m[2][0] * m->m[0][2] * m->m[1][1];
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a->m[0][0] = (m->m[1][1] * m->m[2][2] - m->m[1][2] * m->m[2][1]) / det;
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a->m[0][1] = -(m->m[0][1] * m->m[2][2] - m->m[0][2] * m->m[2][1]) / det;
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a->m[0][2] = -(-m->m[0][1] * m->m[1][2] + m->m[0][2] * m->m[1][1]) / det;
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a->m[1][0] = -(m->m[1][0] * m->m[2][2] - m->m[1][2] * m->m[2][0]) / det;
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a->m[1][1] = (m->m[0][0] * m->m[2][2] - m->m[0][2] * m->m[2][0]) / det;
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a->m[1][2] = -(m->m[0][0] * m->m[1][2] - m->m[0][2] * m->m[1][0]) / det;
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a->m[2][0] = (m->m[1][0] * m->m[2][1] - m->m[1][1] * m->m[2][0]) / det;
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a->m[2][1] = -(m->m[0][0] * m->m[2][1] - m->m[0][1] * m->m[2][0]) / det;
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a->m[2][2] = (m->m[0][0] * m->m[1][1] - m->m[0][1] * m->m[1][0]) / det;
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}
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*/
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// vector arithmetic
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/*
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int gl_V3_Norm(V3 *a) {
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float n;
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n = sqrt(a->X * a->X + a->Y * a->Y + a->Z * a->Z);
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if (n == 0)
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return 1;
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a->X /= n;
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a->Y /= n;
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a->Z /= n;
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return 0;
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}
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V3 gl_V3_New(float x, float y, float z) {
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V3 a;
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a.X = x;
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a.Y = y;
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a.Z = z;
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return a;
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}
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V4 gl_V4_New(float x, float y, float z, float w) {
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V4 a;
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a.X = x;
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a.Y = y;
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a.Z = z;
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a.W = w;
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return a;
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}
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*/
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Vector3::Vector3() {
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// Empty constructor, no overhead
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}
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@ -175,55 +255,9 @@ Matrix4 Matrix4::inverseOrtho() const {
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}
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Matrix4 Matrix4::inverse() const {
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Matrix4 source(*this);
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int k;
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float max, tmp, t;
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// identitée dans r
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Matrix4 result = identity();
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for (int j = 0; j < 4; j++) {
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max = source.get(j,j);
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k = j;
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for (int i = j + 1; i < 4; i++) {
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if (fabs(source.get(i,j)) > fabs(max)) {
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k = i;
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max = source.get(i,j);
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}
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}
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// non intersible matrix
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if (max == 0)
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return result;
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if (k != j) {
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for (int i = 0; i < 4; i++) {
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tmp = source.get(j,i);
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source.set(j,i, source.get(k,i));
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source.set(k,i, tmp);
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tmp = result.get(j,i);
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result.set(j,i, source.get(k,i));
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result.set(k,i,tmp);
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}
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}
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max = 1 / max;
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for (int i = 0; i < 4; i++) {
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source.set(j,i, max * source.get(j,i));
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result.set(j,i, max * result.get(j,i));
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}
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for (int l = 0; l < 4; l++) {
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if (l != j) {
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t = source.get(l,j);
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for (int i = 0; i < 4; i++) {
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source.set(l,i, source.get(l,i) - t * source.get(j,i));
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result.set(l,i, result.get(l,i) - t * result.get(j,i));
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}
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}
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}
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}
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Matrix4 result;
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Matrix4 source = *this;
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Matrix_Inv((float*)result._m,(float*)source._m,4);
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return result;
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}
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@ -248,27 +282,36 @@ Matrix4 Matrix4::rotation(float t, int u) {
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Vector3 Matrix4::transform(const Vector3 &vector) const {
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return Vector3(
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vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + get(0,3),
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vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + get(1,3),
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vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + get(2,3));
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vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + get(3,0),
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vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + get(3,1),
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vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + get(3,2));
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}
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Vector3 Matrix4::transform3x3(const Vector3 &vector) const {
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return Vector3(
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vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2),
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vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2),
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vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2));
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vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0),
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vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1),
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vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2));
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}
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TinyGL::Vector4 Matrix4::transform3x4( const Vector4 &vector ) const {
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return Vector4(
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vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + get(3,0),
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vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + get(3,1),
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vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + get(3,2),
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vector.getX() * get(0,3) + vector.getY() * get(1,3) + vector.getZ() * get(2,3) + get(3,3));
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}
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Vector4 Matrix4::transform(const Vector4 &vector) const {
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return Vector4(
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vector.getX() * get(0,0) + vector.getY() * get(0,1) + vector.getZ() * get(0,2) + vector.getW() * get(0,3),
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vector.getX() * get(1,0) + vector.getY() * get(1,1) + vector.getZ() * get(1,2) + vector.getW() * get(1,3),
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vector.getX() * get(2,0) + vector.getY() * get(2,1) + vector.getZ() * get(2,2) + vector.getW() * get(2,3),
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vector.getX() * get(3,0) + vector.getY() * get(3,1) + vector.getZ() * get(3,2) + vector.getW() * get(3,3));
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vector.getX() * get(0,0) + vector.getY() * get(1,0) + vector.getZ() * get(2,0) + vector.getW() * get(3,0),
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vector.getX() * get(0,1) + vector.getY() * get(1,1) + vector.getZ() * get(2,1) + vector.getW() * get(3,1),
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vector.getX() * get(0,2) + vector.getY() * get(1,2) + vector.getZ() * get(2,2) + vector.getW() * get(3,2),
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vector.getX() * get(0,3) + vector.getY() * get(1,3) + vector.getZ() * get(2,3) + vector.getW() * get(3,3));
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}
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bool Matrix4::IsIdentity() const {
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//NOTE: This might need to be implemented in a fault-tolerant way.
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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if (i == j) {
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