245 lines
5.5 KiB
C++
245 lines
5.5 KiB
C++
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#include "common/scummsys.h"
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#include "graphics/tinygl/zmath.h"
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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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// identitée dans r
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for (int i = 0; i < n * n; i++)
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r[i] = 0;
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for (int i = 0; i < n; i++)
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r[i * n + i] = 1;
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for (int j = 0; j < n; j++) {
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max = m[j * n + j];
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k = j;
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for (int i = j + 1; i < n; i++) {
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if (fabs(m[i * n + j]) > fabs(max)) {
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k = i;
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max = m[i * n + 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 1;
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if (k != j) {
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for (int i = 0; i < n; i++) {
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tmp = m[j * n + i];
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m[j * n + i] = m[k * n + i];
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m[k * n + i] = tmp;
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tmp = r[j * n + i];
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r[j * n + i] = r[k * n + i];
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r[k * n + 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 < n; i++) {
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m[j * n + i] *= max;
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r[j * n + i] *= max;
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}
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for (int l = 0; l < n; l++) {
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if (l != j) {
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t = m[l * n + j];
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for (int i = 0; i < n; i++) {
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m[l * n + i] -= m[j * n + i] * t;
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r[l * n + i] -= r[j * n + i] * t;
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}
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}
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}
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}
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return 0;
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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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Vector3::Vector3(const Vector3 &other) {
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memcpy(_v, other._v, sizeof(_v));
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}
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Vector3::Vector3(float x, float y, float z) {
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_v[0] = x;
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_v[1] = y;
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_v[2] = z;
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}
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void Vector3::normalize() {
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float n;
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n = sqrt(_v[0] * _v[0] + _v[1] * _v[1] + _v[2] * _v[2]);
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if (n != 0) {
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_v[0] /= n;
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_v[1] /= n;
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_v[2] /= n;
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}
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}
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Vector4::Vector4() {
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// Empty constructor, no overhead
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}
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Vector4::Vector4(float x, float y, float z, float w) {
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_v[0] = x;
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_v[1] = y;
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_v[2] = z;
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_v[3] = w;
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}
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Vector4::Vector4(const Vector3 &vec, float w) {
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_v[0] = vec.getX();
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_v[1] = vec.getY();
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_v[2] = vec.getZ();
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_v[3] = w;
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}
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Matrix4::Matrix4() {
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// Empty constructor, no overhead
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}
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Matrix4::Matrix4(const Matrix4 &other) {
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memcpy(_m, other._m, sizeof(_m));
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}
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TinyGL::Matrix4 Matrix4::identity() {
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Matrix4 a;
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a.fill(0);
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a.set(0, 0, 1.0f);
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a.set(1, 1, 1.0f);
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a.set(2, 2, 1.0f);
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a.set(3, 3, 1.0f);
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return a;
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}
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TinyGL::Matrix4 Matrix4::transpose() const {
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Matrix4 a;
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a.set(0, 0, this->get(0, 0));
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a.set(0, 1, this->get(1, 0));
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a.set(0, 2, this->get(2, 0));
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a.set(0, 3, this->get(3, 0));
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a.set(1, 0, this->get(0, 1));
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a.set(1, 1, this->get(1, 1));
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a.set(1, 2, this->get(2, 1));
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a.set(1, 3, this->get(3, 1));
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a.set(2, 0, this->get(0, 2));
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a.set(2, 1, this->get(1, 2));
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a.set(2, 2, this->get(2, 2));
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a.set(2, 3, this->get(3, 2));
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a.set(3, 0, this->get(0, 3));
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a.set(3, 1, this->get(1, 3));
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a.set(3, 2, this->get(2, 3));
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a.set(3, 3, this->get(3, 3));
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return a;
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}
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Matrix4 Matrix4::inverseOrtho() const {
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Matrix4 a;
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int i, j;
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float s;
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for (i = 0; i < 3; i++) {
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for (j = 0; j < 3; j++)
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a.set(i, j, this->get(j, i));
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a.set(3, 0, 0.0f);
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a.set(3, 1, 0.0f);
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a.set(3, 2, 0.0f);
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a.set(3, 3, 1.0f);
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for (i = 0; i < 3; i++) {
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s = 0;
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for (j = 0; j < 3; j++)
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s -= this->get(j, i) * this->get(j, 3);
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a.set(i,3,s);
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}
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}
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return a;
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}
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Matrix4 Matrix4::inverse() const {
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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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Matrix4 Matrix4::rotation(float t, int u) {
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Matrix4 a = identity();
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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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a.set(v, v, c);
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a.set(v, w, -s);
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a.set(w, v, s);
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a.set(w, w, c);
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return a;
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}
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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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}
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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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}
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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(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(3, 0) + vector.getY() * get(3, 1) + vector.getZ() * get(3, 2) + 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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}
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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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if (_m[i][j] != 1.0)
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return false;
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} else if (_m[i][j] != 0.0)
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return false;
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}
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}
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return true;
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}
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} // end of namespace TinyGL
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