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#ifndef MATRIX_H
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#define MATRIX_H
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#include "vector.h"
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class Matrix4 {
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public:
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union {
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struct {
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Real m00, m01, m02, m03,
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m10, m11, m12, m13,
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m20, m21, m22, m23,
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m30, m31, m32, m33;
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};
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struct { Real m[4][4]; };
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struct { Real a[16]; };
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};
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inline explicit Matrix4(
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const Vector4 &x = Vector4(1, 0, 0, 0),
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const Vector4 &y = Vector4(0, 1, 0, 0),
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const Vector4 &z = Vector4(0, 0, 1, 0),
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const Vector4 &w = Vector4(0, 0, 0, 1)
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):
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m00(x.x), m01(x.y), m02(x.z), m03(x.w),
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m10(y.x), m11(y.y), m12(y.z), m13(y.w),
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m20(z.x), m21(z.y), m22(z.z), m23(z.w),
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m30(w.x), m31(w.y), m32(w.z), m33(w.w) { }
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inline Vector4& operator[] (int index) { return Vector4::cast(m[index]); }
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inline const Vector4& operator[] (int index) const { return Vector4::cast(m[index]); }
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inline Vector4& row_x() { return (*this)[0]; }
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inline Vector4& row_y() { return (*this)[1]; }
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inline Vector4& row_z() { return (*this)[2]; }
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inline Vector4& row_w() { return (*this)[3]; }
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inline const Vector4& row_x() const { return (*this)[0]; }
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inline const Vector4& row_y() const { return (*this)[1]; }
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inline const Vector4& row_z() const { return (*this)[2]; }
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inline const Vector4& row_w() const { return (*this)[3]; }
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Real det() const;
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Matrix4 invert() const;
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inline Vector4 operator* (const Vector4 &v) const
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{ return row_x()*v.x + row_y()*v.y + row_z()*v.z + row_w()*v.w; }
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inline Matrix4 operator* (const Matrix4 &other) const {
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return Matrix4( *this * other.row_x(),
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*this * other.row_y(),
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*this * other.row_z(),
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*this * other.row_w() );
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}
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inline Matrix4& operator*= (const Matrix4 &other)
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{ return *this = *this * other; }
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static inline Matrix4 zero() { return Matrix4(Vector4(), Vector4(), Vector4(), Vector4()); }
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static inline Matrix4 identity() { return Matrix4(); }
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};
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typedef Matrix4 Matrix;
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#endif
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