272 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			272 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
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								// Copyright (c) 2016-2018 Easy2D - Nomango
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								// 
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								// Permission is hereby granted, free of charge, to any person obtaining a copy
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								// of this software and associated documentation files (the "Software"), to deal
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								// in the Software without restriction, including without limitation the rights
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								// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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								// copies of the Software, and to permit persons to whom the Software is
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								// furnished to do so, subject to the following conditions:
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								// 
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								// The above copyright notice and this permission notice shall be included in
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								// all copies or substantial portions of the Software.
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								// 
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								// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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								// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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								// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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								// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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								// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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								// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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								// THE SOFTWARE.
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								#pragma once
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								#include "Vec2.hpp"
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								#include "Rect.hpp"
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								#include <algorithm>
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								namespace easy2d
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								{
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									namespace math
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									{
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										struct Matrix
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										{
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											union
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											{
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												struct
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												{
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													float m[6];  // m[3][2]
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												};
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												struct
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												{
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													float
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														_11, _12,
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														_21, _22,
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														_31, _32;
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												};
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											};
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											Matrix()
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												: _11(1.f), _12(0.f)
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												, _21(0.f), _22(1.f)
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												, _31(0.f), _32(0.f)
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											{
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											}
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											Matrix(float _11, float _12, float _21, float _22, float _31, float _32)
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												: _11(_11), _12(_12), _21(_21), _22(_22), _31(_31), _32(_32)
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											{
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											}
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											explicit Matrix(const float* p)
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											{
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												for (int i = 0; i < 6; i++)
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													m[i] = p[i];
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											}
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											Matrix(Matrix const& other)
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												: _11(other._11), _12(other._12)
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												, _21(other._21), _22(other._22)
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												, _31(other._31), _32(other._32)
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											{
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											}
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											template <typename T>
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											Matrix(T const& other)
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											{
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												for (int i = 0; i < 6; i++)
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													m[i] = other[i];
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											}
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											inline void Identity()
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											{
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												_11 = 1.f; _12 = 0.f;
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												_21 = 0.f; _12 = 1.f;
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												_31 = 0.f; _32 = 0.f;
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											}
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											inline Vec2 Transform(const Vec2& v) const
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											{
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												return Vec2(
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													v.x * _11 + v.y * _21 + _31,
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													v.x * _12 + v.y * _22 + _32
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												);
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											}
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											Rect Transform(const Rect & rect) const
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											{
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												Vec2 top_left = Transform(rect.GetLeftTop());
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												Vec2 top_right = Transform(rect.GetRightTop());
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												Vec2 bottom_left = Transform(rect.GetLeftBottom());
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												Vec2 bottom_right = Transform(rect.GetRightBottom());
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												float left = std::min(std::min(top_left.x, top_right.x), std::min(bottom_left.x, bottom_right.x));
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												float right = std::max(std::max(top_left.x, top_right.x), std::max(bottom_left.x, bottom_right.x));
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												float top = std::min(std::min(top_left.y, top_right.y), std::min(bottom_left.y, bottom_right.y));
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												float bottom = std::max(std::max(top_left.y, top_right.y), std::max(bottom_left.y, bottom_right.y));
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												return Rect{ left, top, (right - left), (bottom - top) };
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											}
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											inline void Translate(const Vec2& v)
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											{
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												_31 += _11 * v.x + _21 * v.y;
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												_32 += _12 * v.x + _22 * v.y;
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											}
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											inline float operator [](unsigned int index) const
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											{
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												return m[index];
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											}
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											template <typename T>
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											inline Matrix& operator =(T const& other)
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											{
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												for (int i = 0; i < 6; i++)
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													m[i] = other[i];
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												return *this;
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											}
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											inline float Determinant() const
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											{
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												return (_11 * _22) - (_12 * _21);
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											}
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											inline bool IsIdentity() const
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											{
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												return	_11 == 1.f && _12 == 0.f &&
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														_21 == 0.f && _22 == 1.f &&
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														_31 == 0.f && _32 == 0.f;
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											}
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											inline bool IsInvertible() const
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											{
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												return 0 != Determinant();
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											}
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											static inline Matrix Translation(const Vec2& v)
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											{
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												return Matrix(
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													1.f, 0.f,
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													0.f, 1.f,
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													v.x, v.y
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												);
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											}
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											static inline Matrix Translation(
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												float x,
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												float y)
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											{
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												return Translation(Vec2(x, y));
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											}
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											static inline Matrix Scaling(
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												const Vec2& v,
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												const Vec2& center = Vec2())
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											{
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												return Matrix(
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													v.x, 0.f,
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													0.f, v.y,
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													center.x - v.x * center.x,
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													center.y - v.y * center.y
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												);
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											}
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											static inline Matrix Scaling(
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												float x,
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												float y,
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												const Vec2& center = Vec2())
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											{
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												return Scaling(Vec2(x, y), center);
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											}
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											static inline Matrix Rotation(
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												float angle,
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												const Vec2& center = Vec2())
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											{
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												float s = math::Sin(angle);
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												float c = math::Cos(angle);
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												return Matrix(
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													c, s,
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													-s, c,
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													center.x * (1 - c) + center.y * s,
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													center.y * (1 - c) - center.x * s
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												);
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											}
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											static inline Matrix Skewing(
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												float angle_x,
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												float angle_y,
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												const Vec2& center = Vec2())
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											{
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												float tx = math::Tan(angle_x);
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												float ty = math::Tan(angle_y);
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												return Matrix(
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													1.f, -ty,
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													-tx, 1.f,
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													center.y * tx, center.x * ty
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												);
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											}
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											static inline Matrix Invert(Matrix const& matrix)
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											{
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												float det = 1.f / matrix.Determinant();
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												return Matrix(
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													det * matrix._22,
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													-det * matrix._12,
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													-det * matrix._21,
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													det * matrix._11,
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													det * (matrix._21 * matrix._32 - matrix._22 * matrix._31),
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													det * (matrix._12 * matrix._31 - matrix._11 * matrix._32)
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												);
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											}
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										};
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										// Use template expression to optimize matrix multiply
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										template <typename L, typename R>
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										struct MatrixMultiply
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										{
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											L const& lhs;
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											R const& rhs;
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											MatrixMultiply(L const& lhs, R const& rhs)
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												: lhs(lhs)
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												, rhs(rhs)
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											{}
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											inline float operator [](unsigned int index) const
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											{
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												switch (index)
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												{
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												case 0:
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													return lhs[0] * rhs[0] + lhs[1] * rhs[2];
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												case 1:
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													return lhs[0] * rhs[1] + lhs[1] * rhs[3];
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												case 2:
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													return lhs[2] * rhs[0] + lhs[3] * rhs[2];
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												case 3:
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													return lhs[2] * rhs[1] + lhs[3] * rhs[3];
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												case 4:
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													return lhs[4] * rhs[0] + lhs[5] * rhs[2] + rhs[4];
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												case 5:
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													return lhs[4] * rhs[1] + lhs[5] * rhs[3] + rhs[5];
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												default:
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													return 0.f;
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												}
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											}
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										};
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										inline MatrixMultiply<Matrix, Matrix> operator *(Matrix const& lhs, Matrix const& rhs)
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										{
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											return MatrixMultiply<Matrix, Matrix>(lhs, rhs);
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										}
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										template <typename L, typename R>
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										inline MatrixMultiply<MatrixMultiply<L, R>, Matrix> operator *(MatrixMultiply<L, R> const& lhs, Matrix const& rhs)
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										{
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											return MatrixMultiply<MatrixMultiply<L, R>, Matrix>(lhs, rhs);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								}
							 |