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- Implement VSMatrix::inverseMatrix
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1 changed files with 210 additions and 0 deletions
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@ -484,3 +484,213 @@ VSMatrix::multMatrix(FLOATTYPE *resMat, const FLOATTYPE *aMatrix)
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}
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memcpy(resMat, res, 16 * sizeof(FLOATTYPE));
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}
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static double mat3Determinant(const FLOATTYPE *mMat3x3)
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{
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return mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
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mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
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mMat3x3[2] * (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]);
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}
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static double mat4Determinant(const FLOATTYPE *matrix)
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{
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FLOATTYPE mMat3x3_a[9] =
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{
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matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
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matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
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matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_b[9] =
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{
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matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
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matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
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matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_c[9] =
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{
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matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
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matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
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matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_d[9] =
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{
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matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
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matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
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matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2]
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};
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FLOATTYPE a, b, c, d;
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FLOATTYPE value;
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a = mat3Determinant(mMat3x3_a);
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b = mat3Determinant(mMat3x3_b);
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c = mat3Determinant(mMat3x3_c);
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d = mat3Determinant(mMat3x3_d);
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value = matrix[0 * 4 + 0] * a;
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value -= matrix[0 * 4 + 1] * b;
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value += matrix[0 * 4 + 2] * c;
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value -= matrix[0 * 4 + 3] * d;
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return value;
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}
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static void mat4Adjoint(const FLOATTYPE *matrix, FLOATTYPE *result)
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{
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FLOATTYPE mMat3x3_a[9] =
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{
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matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
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matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
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matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_b[9] =
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{
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matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
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matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
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matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_c[9] =
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{
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matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
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matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
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matrix[1 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_d[9] =
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{
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matrix[1 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
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matrix[1 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
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matrix[1 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2]
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};
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FLOATTYPE mMat3x3_e[9] =
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{
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matrix[0 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
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matrix[0 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
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matrix[0 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_f[9] =
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{
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matrix[0 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
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matrix[0 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2],
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matrix[0 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_g[9] =
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{
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matrix[0 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
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matrix[0 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
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matrix[0 * 4 + 3], matrix[2 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_h[9] =
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{
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matrix[0 * 4 + 0], matrix[2 * 4 + 0], matrix[3 * 4 + 0],
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matrix[0 * 4 + 1], matrix[2 * 4 + 1], matrix[3 * 4 + 1],
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matrix[0 * 4 + 2], matrix[2 * 4 + 2], matrix[3 * 4 + 2]
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};
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FLOATTYPE mMat3x3_i[9] =
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{
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matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[3 * 4 + 1],
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matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[3 * 4 + 2],
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matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_j[9] =
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{
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matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[3 * 4 + 0],
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matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[3 * 4 + 2],
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matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_k[9] =
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{
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matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[3 * 4 + 0],
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matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[3 * 4 + 1],
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matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[3 * 4 + 3]
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};
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FLOATTYPE mMat3x3_l[9] =
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{
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matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[3 * 4 + 0],
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matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[3 * 4 + 1],
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matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[3 * 4 + 2]
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};
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FLOATTYPE mMat3x3_m[9] =
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{
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matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[2 * 4 + 1],
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matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[2 * 4 + 2],
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matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[2 * 4 + 3]
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};
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FLOATTYPE mMat3x3_n[9] =
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{
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matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[2 * 4 + 0],
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matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[2 * 4 + 2],
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matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[2 * 4 + 3]
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};
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FLOATTYPE mMat3x3_o[9] =
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{
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matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[2 * 4 + 0],
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matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[2 * 4 + 1],
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matrix[0 * 4 + 3], matrix[1 * 4 + 3], matrix[2 * 4 + 3]
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};
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FLOATTYPE mMat3x3_p[9] =
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{
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matrix[0 * 4 + 0], matrix[1 * 4 + 0], matrix[2 * 4 + 0],
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matrix[0 * 4 + 1], matrix[1 * 4 + 1], matrix[2 * 4 + 1],
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matrix[0 * 4 + 2], matrix[1 * 4 + 2], matrix[2 * 4 + 2]
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};
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result[0 * 4 + 0] = mat3Determinant(mMat3x3_a);
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result[1 * 4 + 0] = -mat3Determinant(mMat3x3_b);
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result[2 * 4 + 0] = mat3Determinant(mMat3x3_c);
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result[3 * 4 + 0] = -mat3Determinant(mMat3x3_d);
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result[0 * 4 + 1] = -mat3Determinant(mMat3x3_e);
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result[1 * 4 + 1] = mat3Determinant(mMat3x3_f);
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result[2 * 4 + 1] = -mat3Determinant(mMat3x3_g);
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result[3 * 4 + 1] = mat3Determinant(mMat3x3_h);
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result[0 * 4 + 2] = mat3Determinant(mMat3x3_i);
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result[1 * 4 + 2] = -mat3Determinant(mMat3x3_j);
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result[2 * 4 + 2] = mat3Determinant(mMat3x3_k);
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result[3 * 4 + 2] = -mat3Determinant(mMat3x3_l);
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result[0 * 4 + 3] = -mat3Determinant(mMat3x3_m);
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result[1 * 4 + 3] = mat3Determinant(mMat3x3_n);
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result[2 * 4 + 3] = -mat3Determinant(mMat3x3_o);
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result[3 * 4 + 3] = mat3Determinant(mMat3x3_p);
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}
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bool VSMatrix::inverseMatrix(VSMatrix &result)
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{
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// Calculate mat4 determinant
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FLOATTYPE det = mat4Determinant(mMatrix);
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// Inverse unknown when determinant is close to zero
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if (fabs(det) < 1e-15)
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{
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for (int i = 0; i < 16; i++)
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result.mMatrix[i] = FLOATTYPE(0.0);
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return false;
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}
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else
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{
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mat4Adjoint(mMatrix, result.mMatrix);
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FLOATTYPE invDet = FLOATTYPE(1.0) / det;
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for (int i = 0; i < 16; i++)
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{
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result.mMatrix[i] = result.mMatrix[i] * invDet;
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}
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}
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return true;
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}
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