mirror of
https://github.com/dolphin-emu/dolphin.git
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b69d3f13cb
Fixes compilation with VS2017
246 lines
5.6 KiB
C++
246 lines
5.6 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <algorithm>
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#include <cstdlib>
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#include <vector>
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#include "Common/CommonTypes.h"
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#ifdef _MSC_VER
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#include <intrin.h>
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#endif
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namespace MathUtil
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{
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template <typename T>
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constexpr T SNANConstant()
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{
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return std::numeric_limits<T>::signaling_NaN();
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}
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#ifdef _MSC_VER
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// MSVC needs a workaround, because its std::numeric_limits<double>::signaling_NaN()
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// will use __builtin_nans, which is improperly handled by the compiler and generates
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// a bad constant. Here we go back to the version MSVC used before the builtin.
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// TODO: Remove this and use numeric_limits directly whenever this bug is fixed.
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template <>
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constexpr double SNANConstant()
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{
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return (_CSTD _Snan._Double);
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}
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template <>
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constexpr float SNANConstant()
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{
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return (_CSTD _Snan._Float);
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}
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#endif
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template <class T>
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constexpr T Clamp(const T val, const T& min, const T& max)
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{
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return std::max(min, std::min(max, val));
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}
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constexpr bool IsPow2(u32 imm)
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{
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return (imm & (imm - 1)) == 0;
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}
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// The most significant bit of the fraction is an is-quiet bit on all architectures we care about.
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static const u64 DOUBLE_SIGN = 0x8000000000000000ULL, DOUBLE_EXP = 0x7FF0000000000000ULL,
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DOUBLE_FRAC = 0x000FFFFFFFFFFFFFULL, DOUBLE_ZERO = 0x0000000000000000ULL,
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DOUBLE_QBIT = 0x0008000000000000ULL;
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static const u32 FLOAT_SIGN = 0x80000000, FLOAT_EXP = 0x7F800000, FLOAT_FRAC = 0x007FFFFF,
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FLOAT_ZERO = 0x00000000;
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union IntDouble
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{
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double d;
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u64 i;
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explicit IntDouble(u64 _i) : i(_i) {}
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explicit IntDouble(double _d) : d(_d) {}
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};
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union IntFloat
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{
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float f;
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u32 i;
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explicit IntFloat(u32 _i) : i(_i) {}
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explicit IntFloat(float _f) : f(_f) {}
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};
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inline bool IsQNAN(double d)
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{
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IntDouble x(d);
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return ((x.i & DOUBLE_EXP) == DOUBLE_EXP) && ((x.i & DOUBLE_QBIT) == DOUBLE_QBIT);
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}
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inline bool IsSNAN(double d)
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{
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IntDouble x(d);
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return ((x.i & DOUBLE_EXP) == DOUBLE_EXP) && ((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) &&
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((x.i & DOUBLE_QBIT) == DOUBLE_ZERO);
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}
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inline float FlushToZero(float f)
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{
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IntFloat x(f);
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if ((x.i & FLOAT_EXP) == 0)
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{
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x.i &= FLOAT_SIGN; // turn into signed zero
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}
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return x.f;
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}
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inline double FlushToZero(double d)
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{
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IntDouble x(d);
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if ((x.i & DOUBLE_EXP) == 0)
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{
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x.i &= DOUBLE_SIGN; // turn into signed zero
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}
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return x.d;
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}
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enum PPCFpClass
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{
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PPC_FPCLASS_QNAN = 0x11,
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PPC_FPCLASS_NINF = 0x9,
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PPC_FPCLASS_NN = 0x8,
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PPC_FPCLASS_ND = 0x18,
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PPC_FPCLASS_NZ = 0x12,
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PPC_FPCLASS_PZ = 0x2,
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PPC_FPCLASS_PD = 0x14,
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PPC_FPCLASS_PN = 0x4,
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PPC_FPCLASS_PINF = 0x5,
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};
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// Uses PowerPC conventions for the return value, so it can be easily
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// used directly in CPU emulation.
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u32 ClassifyDouble(double dvalue);
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// More efficient float version.
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u32 ClassifyFloat(float fvalue);
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extern const int frsqrte_expected_base[];
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extern const int frsqrte_expected_dec[];
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extern const int fres_expected_base[];
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extern const int fres_expected_dec[];
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// PowerPC approximation algorithms
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double ApproximateReciprocalSquareRoot(double val);
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double ApproximateReciprocal(double val);
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template <class T>
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struct Rectangle
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{
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T left{};
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T top{};
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T right{};
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T bottom{};
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constexpr Rectangle() = default;
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constexpr Rectangle(T theLeft, T theTop, T theRight, T theBottom)
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: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
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{
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}
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constexpr bool operator==(const Rectangle& r) const
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{
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return left == r.left && top == r.top && right == r.right && bottom == r.bottom;
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}
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T GetWidth() const { return abs(right - left); }
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T GetHeight() const { return abs(bottom - top); }
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// If the rectangle is in a coordinate system with a lower-left origin, use
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// this Clamp.
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void ClampLL(T x1, T y1, T x2, T y2)
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{
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left = Clamp(left, x1, x2);
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right = Clamp(right, x1, x2);
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top = Clamp(top, y2, y1);
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bottom = Clamp(bottom, y2, y1);
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}
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// If the rectangle is in a coordinate system with an upper-left origin,
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// use this Clamp.
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void ClampUL(T x1, T y1, T x2, T y2)
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{
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left = Clamp(left, x1, x2);
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right = Clamp(right, x1, x2);
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top = Clamp(top, y1, y2);
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bottom = Clamp(bottom, y1, y2);
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}
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};
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} // namespace MathUtil
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float MathFloatVectorSum(const std::vector<float>&);
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// Rounds down. 0 -> undefined
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inline int IntLog2(u64 val)
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{
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#if defined(__GNUC__)
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return 63 - __builtin_clzll(val);
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#elif defined(_MSC_VER)
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unsigned long result = -1;
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_BitScanReverse64(&result, val);
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return result;
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#else
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int result = -1;
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while (val != 0)
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{
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val >>= 1;
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++result;
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}
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return result;
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#endif
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}
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// Tiny matrix/vector library.
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// Used for things like Free-Look in the gfx backend.
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class Matrix33
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{
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public:
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static void LoadIdentity(Matrix33& mtx);
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// set mtx to be a rotation matrix around the x axis
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static void RotateX(Matrix33& mtx, float rad);
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// set mtx to be a rotation matrix around the y axis
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static void RotateY(Matrix33& mtx, float rad);
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// set result = a x b
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static void Multiply(const Matrix33& a, const Matrix33& b, Matrix33& result);
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static void Multiply(const Matrix33& a, const float vec[3], float result[3]);
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float data[9];
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};
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class Matrix44
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{
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public:
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static void LoadIdentity(Matrix44& mtx);
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static void LoadMatrix33(Matrix44& mtx, const Matrix33& m33);
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static void Set(Matrix44& mtx, const float mtxArray[16]);
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static void Translate(Matrix44& mtx, const float vec[3]);
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static void Shear(Matrix44& mtx, const float a, const float b = 0);
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static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result);
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float data[16];
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};
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