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Removed moved code
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@ -11,137 +11,6 @@ namespace glm{
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namespace gtc{
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namespace matrix_transform
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{
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template <typename T>
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inline detail::tmat4x4<T> translate
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(
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detail::tmat4x4<T> const & m,
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detail::tvec3<T> const & v
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)
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{
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detail::tmat4x4<T> Result(m);
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Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
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return Result;
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}
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template <typename T>
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inline detail::tmat4x4<T> rotate
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(
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detail::tmat4x4<T> const & m,
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T const & angle,
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detail::tvec3<T> const & v
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)
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{
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T a = radians(angle);
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T c = cos(a);
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T s = sin(a);
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detail::tvec3<T> axis = normalize(v);
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detail::tvec3<T> temp = (T(1) - c) * axis;
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detail::tmat4x4<T> Rotate(detail::tmat4x4<T>::null);
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Rotate[0][0] = c + temp[0] * axis[0];
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Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2];
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Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1];
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Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2];
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Rotate[1][1] = c + temp[1] * axis[1];
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Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0];
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Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1];
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Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0];
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Rotate[2][2] = c + temp[2] * axis[2];
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detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
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Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2];
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Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2];
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Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2];
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Result[3] = m[3];
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return Result;
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}
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template <typename T>
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inline detail::tmat4x4<T> scale
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(
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detail::tmat4x4<T> const & m,
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detail::tvec3<T> const & v
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)
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{
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detail::tmat4x4<T> Result(detail::tmat4x4<T>::null);
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Result[0] = m[0] * v[0];
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Result[1] = m[1] * v[1];
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Result[2] = m[2] * v[2];
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Result[3] = m[3];
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return Result;
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}
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template <typename T>
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inline detail::tmat4x4<T> translate_slow
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(
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detail::tmat4x4<T> const & m,
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detail::tvec3<T> const & v
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)
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{
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detail::tmat4x4<T> Result(T(1));
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Result[3] = detail::tvec4<T>(v, T(1));
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return m * Result;
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//detail::tmat4x4<valType> Result(m);
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Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3];
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//Result[3][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0];
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//Result[3][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1];
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//Result[3][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2];
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//Result[3][3] = m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3];
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//return Result;
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}
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template <typename T>
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inline detail::tmat4x4<T> rotate_slow
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(
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detail::tmat4x4<T> const & m,
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T const & angle,
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detail::tvec3<T> const & v
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)
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{
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T a = radians(angle);
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T c = cos(a);
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T s = sin(a);
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detail::tmat4x4<T> Result;
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detail::tvec3<T> axis = normalize(v);
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Result[0][0] = c + (1 - c) * axis.x * axis.x;
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Result[0][1] = (1 - c) * axis.x * axis.y + s * axis.z;
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Result[0][2] = (1 - c) * axis.x * axis.z - s * axis.y;
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Result[0][3] = 0;
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Result[1][0] = (1 - c) * axis.y * axis.x - s * axis.z;
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Result[1][1] = c + (1 - c) * axis.y * axis.y;
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Result[1][2] = (1 - c) * axis.y * axis.z + s * axis.x;
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Result[1][3] = 0;
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Result[2][0] = (1 - c) * axis.z * axis.x + s * axis.y;
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Result[2][1] = (1 - c) * axis.z * axis.y - s * axis.x;
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Result[2][2] = c + (1 - c) * axis.z * axis.z;
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Result[2][3] = 0;
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Result[3] = detail::tvec4<T>(0, 0, 0, 1);
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return m * Result;
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}
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template <typename T>
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inline detail::tmat4x4<T> scale_slow
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(
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detail::tmat4x4<T> const & m,
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detail::tvec3<T> const & v
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)
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{
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detail::tmat4x4<T> Result(T(1));
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Result[0][0] = v.x;
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Result[1][1] = v.y;
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Result[2][2] = v.z;
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return m * Result;
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}
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}//namespace matrix_transform
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}//namespace gtc
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