1 | #ifndef MXMAT4_INCLUDED // -*- C++ -*-
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2 | #define MXMAT4_INCLUDED
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3 | #if !defined(__GNUC__)
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4 | # pragma once
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5 | #endif
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6 |
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7 | /************************************************************************
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8 |
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9 | 4x4 Matrix class
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10 |
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11 | Copyright (C) 1998 Michael Garland. See "COPYING.txt" for details.
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12 |
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13 | $Id: MxMat4.h,v 1.1 2002/09/24 16:53:54 wimmer Exp $
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14 |
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15 | ************************************************************************/
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16 |
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17 | #include "MxMath.h"
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18 | #include "MxVec4.h"
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19 |
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20 | class Mat4
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21 | {
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22 | private:
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23 | Vec4 row[4];
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24 |
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25 | protected:
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26 |
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27 | inline void copy(const Mat4& m);
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28 | inline Vec4 col(int i) const
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29 | { return Vec4(row[0][i],row[1][i],row[2][i],row[3][i]); }
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30 |
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31 | public:
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32 | // Standard matrices
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33 | static Mat4 I;
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34 | static Mat4 zero;
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35 | static Mat4 unit;
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36 |
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37 | static Mat4 trans(double,double,double);
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38 | static Mat4 scale(double,double,double);
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39 | static Mat4 xrot(double); //
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40 | static Mat4 yrot(double); // Arguments are in radians
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41 | static Mat4 zrot(double); //
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42 |
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43 |
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44 | // Standard constructors
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45 | Mat4() { copy(zero); }
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46 | Mat4(const Vec4& r0,const Vec4& r1,const Vec4& r2,const Vec4& r3)
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47 | { row[0]=r0; row[1]=r1; row[2]=r2; row[3]=r3; }
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48 | Mat4(const Mat4& m) { copy(m); }
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49 |
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50 | // Access methods
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51 | // M(i, j) == row i;col j
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52 | double& operator()(int i, int j) { return row[i][j]; }
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53 | double operator()(int i, int j) const { return row[i][j]; }
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54 | Vec4& operator[](int i) { return row[i]; }
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55 | const Vec4& operator[](int i) const { return row[i]; }
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56 |
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57 | operator double*() { return row[0]; }
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58 | operator const double*() const { return row[0]; }
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59 |
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60 | // Comparison methods
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61 | inline int operator==(const Mat4&);
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62 |
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63 | // Assignment methods
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64 | inline Mat4& operator=(const Mat4& m) { copy(m); return *this; }
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65 | inline Mat4& operator+=(const Mat4& m);
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66 | inline Mat4& operator-=(const Mat4& m);
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67 |
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68 | inline Mat4& operator*=(double s);
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69 | inline Mat4& operator/=(double s);
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70 |
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71 |
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72 | // Arithmetic methods
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73 | inline Mat4 operator+(const Mat4& m) const;
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74 | inline Mat4 operator-(const Mat4& m) const;
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75 | inline Mat4 operator-() const;
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76 |
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77 | inline Mat4 operator*(double s) const;
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78 | inline Mat4 operator/(double s) const;
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79 | Mat4 operator*(const Mat4& m) const;
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80 |
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81 | inline Vec4 operator*(const Vec4& v) const; // [x y z w]
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82 | inline Vec3 operator*(const Vec3& v) const; // [x y z w]
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83 |
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84 | // Matrix operations
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85 | double det() const;
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86 | Mat4 transpose() const;
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87 | Mat4 adjoint() const;
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88 | double invert(Mat4&) const;
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89 | double cramerInvert(Mat4&) const;
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90 | };
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91 |
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92 |
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93 |
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94 | inline void Mat4::copy(const Mat4& m)
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95 | {
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96 | row[0] = m.row[0]; row[1] = m.row[1];
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97 | row[2] = m.row[2]; row[3] = m.row[3];
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98 | }
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99 |
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100 | inline int Mat4::operator==(const Mat4& m)
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101 | {
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102 | return row[0]==m.row[0] &&
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103 | row[1]==m.row[1] &&
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104 | row[2]==m.row[2] &&
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105 | row[3]==m.row[3] ;
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106 | }
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107 |
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108 | inline Mat4& Mat4::operator+=(const Mat4& m)
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109 | {
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110 | row[0] += m.row[0]; row[1] += m.row[1];
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111 | row[2] += m.row[2]; row[3] += m.row[3];
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112 | return *this;
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113 | }
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114 |
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115 | inline Mat4& Mat4::operator-=(const Mat4& m)
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116 | {
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117 | row[0] -= m.row[0]; row[1] -= m.row[1];
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118 | row[2] -= m.row[2]; row[3] -= m.row[3];
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119 | return *this;
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120 | }
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121 |
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122 | inline Mat4& Mat4::operator*=(double s)
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123 | {
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124 | row[0] *= s; row[1] *= s; row[2] *= s; row[3] *= s;
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125 | return *this;
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126 | }
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127 |
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128 | inline Mat4& Mat4::operator/=(double s)
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129 | {
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130 | row[0] /= s; row[1] /= s; row[2] /= s; row[3] /= s;
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131 | return *this;
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132 | }
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133 |
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134 | inline Mat4 Mat4::operator+(const Mat4& m) const
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135 | {
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136 | return Mat4(row[0]+m.row[0],
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137 | row[1]+m.row[1],
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138 | row[2]+m.row[2],
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139 | row[3]+m.row[3]);
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140 | }
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141 |
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142 | inline Mat4 Mat4::operator-(const Mat4& m) const
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143 | {
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144 | return Mat4(row[0]-m.row[0],
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145 | row[1]-m.row[1],
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146 | row[2]-m.row[2],
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147 | row[3]-m.row[3]);
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148 | }
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149 |
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150 | inline Mat4 Mat4::operator-() const
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151 | {
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152 | return Mat4(-row[0], -row[1], -row[2], -row[3]);
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153 | }
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154 |
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155 | inline Mat4 Mat4::operator*(double s) const
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156 | {
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157 | return Mat4(row[0]*s, row[1]*s, row[2]*s, row[3]*s);
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158 | }
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159 |
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160 | inline Mat4 Mat4::operator/(double s) const
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161 | {
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162 | return Mat4(row[0]/s, row[1]/s, row[2]/s, row[3]/s);
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163 | }
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164 |
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165 | inline Vec4 Mat4::operator*(const Vec4& v) const
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166 | {
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167 | return Vec4(row[0]*v, row[1]*v, row[2]*v, row[3]*v);
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168 | }
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169 |
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170 | //
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171 | // Transform a homogeneous 3-vector and reproject into normal 3-space
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172 | //
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173 | inline Vec3 Mat4::operator*(const Vec3& v) const
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174 | {
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175 | Vec4 u=Vec4(v,1);
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176 | double w=row[3]*u;
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177 |
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178 | if(w==0.0)
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179 | return Vec3(row[0]*u, row[1]*u, row[2]*u);
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180 | else
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181 | return Vec3(row[0]*u/w, row[1]*u/w, row[2]*u/w);
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182 | }
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183 |
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184 | inline ostream& operator<<(ostream& out, const Mat4& M)
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185 | {
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186 | return out<<M[0]<<endl<<M[1]<<endl<<M[2]<<endl<<M[3];
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187 | }
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188 |
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189 | inline istream& operator>>(istream& in, Mat4& M)
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190 | {
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191 | return in >> M[0] >> M[1] >> M[2] >> M[3];
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192 | }
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193 |
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194 | extern bool jacobi(const Mat4& m, Vec4& vals, Vec4 vecs[4]);
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195 |
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196 | #ifdef MXGL_INCLUDED
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197 | inline void glGetMatrix(Mat4& m, GLenum which=GL_MODELVIEW_MATRIX)
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198 | { Mat4 tmp; glGetDoublev(which, &tmp(0,0)); m=tmp.transpose(); }
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199 |
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200 | inline void glLoadMatrix(const Mat4& m)
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201 | { Mat4 tmp = m.transpose(); glLoadMatrixd(&tmp(0,0)); }
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202 |
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203 | inline void glMultMatrix(const Mat4& m)
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204 | { Mat4 tmp = m.transpose(); glMultMatrixd(&tmp(0,0)); }
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205 | #endif
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206 |
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207 | // MXMAT4_INCLUDED
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208 | #endif
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